Overlord
Overlord - developed by Triumph Studios, published by Codemasters. Streamline Studios was one of the outsourcing studios. The first image on this page is from a promotional render that was never used. I together with a couple of other people worked on the exterior shot. I then compiled, lit, rendered and fought mentalray to get the necessary passes done. I then composited a psd and gave it to Robert Larsson who did a painting pass on it.
Saints Row
Saints Row - developed by Volition, published by THQ. I created a number of buildings for this game as well as polishing and optmizing other peoples work. I also tested plugins and tools that were delivered by Volition to spot anything that might cause problems later on. The polygon counts and pixel budget is included on each screenshot. The pixel budget includes all textures i.e. diffuse, no rmal, specular etc.
Battlefield 2142
Battlefield 2142 - developed by Dice, published by EA. On this project we had a very tight schedule to create the medals, badges, awards and ranks for both ingame display and the online portion which meant each asset had to able to stand up in two different versions. The ones included here are the high res ingame versions while the online versions were rendered straight on which posed it's own challenge in getting the right look. I did most of the modelling and texturing, assisted by a concept artist and a modeller. Once the models were all done, I went over them for a final polish pass then rendered them out and composited them in Photoshop with some help from Photoshop actions that I had created. In the end we produced 320 images from scratch in less than 6 weeks.
Personal Work
These images are things I've been working on in my spare time. They combine high poly hardsurface modeling and organic surfaces which is something I love to work with. I have a also included a medium poly Ferrari Modena since it's one of my favourite cars. The background is a panorama I took when I was in Tokyo