Portfolio / Projects / Microsoft Studios / State of Decay 2
< A small sampling of my work >
Sr. Art Director - Microsoft Global Publishing (Xbox)
In addition to partnering with Undead Labs on the in-game experience and visual quality/style -- I worked with Tech Artist's at Microsoft to support the development of the game by doing various tests for performance and also look development of trees & foliage, skies, skin shaders, procedural shaders to cut memory cost and improve the vfx visual quality for fire/explosions and water. Additionally, I hired a team of artist's that were responsible to set dress the world with props, decals and other story telling elements -- and another team that supported the project in the area of animation and rigging.
..showing set dressing of props and grime decals
..showing set dressing of props and grime decals
still image from a trailer cinematic
still image from a trailer cinematic
still image from a trailer cinematic
..worked with the team on establishing the visual target early in pre-production
worked with Don Smith to do shader work on skin look developement
creating assets that can be placed in a river (with vfx)
creating assets that can be placed in a river (with vfx)
creating assets that can be placed in a river (with vfx)
Using TrueSky for the sky and clouds
Shader tech created and implemented by Don Smith
Shader tech created and implemented by Don Smith
Shader tech created and implemented by Don Smith
worked with VFX artist, Diego Garzon to create explosion vfx for the game
State of Decay 2 -- Reveal trailer
State of Decay 2 -- E3 2017 trailer
State of Decay 2 -- Official Launch trailer