Hallway Scene Test - 2001 Space Oddysey

General / 18 October 2021

This was just a test, using one of the materials I made for GameTextures.com. It was based off of this room or scene in the 2001 Space Oddysey movie. I wanted to make a room similar to this, using just modular pieces, just to see what it would look like. This game me some time to get familiar with UE5. There's still a lot for me to learn in the engine.

MeetMat2 3D Print, Stratasys

General / 08 September 2021

These photos were taken 2 months ago. Stratasys, a 3D printing company, reached out to me to print my MeetMat2 - Eggs Benedict material/character. They printed a few other MeetMat2 models from other artists.
I've never done any 3D prints at all, so it was neat just to see how this turned out.
I held off on posting these right away, when they came in. The company's fine with artists showing their MeetMat2 3D prints.
The MeetMat2 contest took place around early 2020. I textured and submitted my entry over the weekend, on Super Bowl weekend. It flew by so quick. I was at the office at Vicarious Visions, on both Saturday and Sunday, getting this wrapped up and submitted. I didn't really care if it won the contest, I just wanted to participate, and hopefully have this part of a MeetMat2 book, if Allegorithmic or Adobe ever decide to make one.

GameSim/Keywords Studios, GameTextures, etc.

General / 29 June 2021

I haven't posted on here since I made my sci-fi panels. This is not much of an art blog, but more of where I am in my career. I've been working with GameSim, a Keywords Studio in Orlando, FL. I did actually move to Orlando, FL, but temporarily. I joined right after my contract ended at Vicarious Visions in Albany, NY. With many game developers working from home because of the pandemic, this has become the norm. But, I wanted to visit Orlando, and experience what it was like there, so I packed lightly for this move and was there from February 2021 to May 2021. I was able to meet some of the members in my team, but not the whole company.

GameSim started out as a government contractor in Orlando, FL, working on military training simulations, then started working with a few game studios, mainly EA Tiburon in the area. The company got acquired by Keywords Studios four years ago. The company's focus now is more catered towards games. There's so much going on under the hood at GameSim. I'm already 10 months ago, and am enjoying my time working with them.

I actually had an interview at another Keywords Studio, Lakshya Digital in Redmond, WA, for an Outsource Environment Artist role, but didn't get the job. That was 2 years ago in early 2019. It almost comes full circle, but for this case, I'm a contractor working with them.

Also, I just wrapped up making a set of materials for GameTextures.com. I started around early January and just finished my last one a few days ago. I was working on them on the side, in between my trip in Orlando, FL. I'll post more of them soon, once GameTextures publishes them.

These past 2 years has been interesting, since I got let go at Hardsuit Labs on Bloodlines 2, to working with Airborn Studios, an art outsource company, Vicarious Visions/Activision in NY, and now GameSim.

Separate from all of this, I just wanted to add this here. I was there at GDC2019 when Paradox announced this game. It's been delayed three times now and there's been so many fires and devs leaving the project. Just a few months ago, Paradox removed Hardsuit Labs on this project, and will be giving it another studio to finish it. One side of me wants to throw more of my opinion about what just happened, because it was HSL's pitch to make this game, but I'm all behind Paradox. Better than having this game cancelled. They spent so much time marketing this game, it'd be a waste to just cancel it.


This all screams Activision. My contract at Vicarious Visions ended months before they merged under Blizzard. Before the merge, we got a chance to work on Call of Duty: Warzone Season 3. I only worked on a few materials for the game, that I don't think made it in the game.

But, right after getting let go (fired) at Hardsuit Labs in March 2019, it went from that to this. I can't even complain.

And to add, on my way to Albany, NY, and while I was there, I had thoughts of visiting Florida, or checking out a studio down there. Now, being with GameSim/Keywords Studios, that pretty much covers my story starting in San Diego, CA, going up to Seattle, WA, then to Albany, NY out of the blue, and to Orlando, FL just to try it out. I did fly back to Seattle right when I started working with GameSim, but ended up staying in Orlando for 3 months, and spent about a week outside of the city to visit Key West and Miami.

The AAA bug just all came about in just one year or so with Activision. I'm now back in the Seattle area, with no real rush to jump to another studio. I plan on going through some of the new features on Substance Designer and Painter, and will eventually check out Unreal Engine 5 at some point.

Sci-Fi Floor Panels WIP 3

General / 29 August 2020

Another update on these panels. I'm tempted to want to make a few more, to make a corridor. Not sure yet.

Sci-Fi Floor Panels WIP 2

General / 29 August 2020

Another update on the sci-fi panels. Because of time-sake, I'll just focus on this. I had a small scene in mind, but I'll just scrap it. I've never really done much sci-fi panels. This has been challenging just trying to have it make sense in a way. Going to add a few bolts (I know I'm missing a few), and then will try and add some color to it.

Sci-Fi Floor Panels WIP

General / 28 August 2020

Working on some sci-fi floor panels. I'm not fully behind what I just made, but I'll keep the pattern design. 


General / 03 October 2019

I thought I'd join in #Blocktober, before I move out to Albany, NY. Here's my first attempt. I was aiming for something similar to the Gang Beasts game. I don't know if this thing goes on everyday or whenever, but I might try something totally different next time around.

This was based on The Shop on The Messenger game. I'm not entirely sure if this even counts as a blockout.

The 3rd one was based off of This is the Police 2.


Vicarious Visions!

General / 17 September 2019

Alright, announcement time. In October, I'll be joining Vicarious Visions! Over at Albany, NY! as an Environment Artist!

Looking forward to working with the team there. Going to try something new for a change.

I'm going to miss Seattle, but who knows, I might come back here or in SoCal. This will be a one year contract. I'll see how this goes. I'm liking the idea either way, giving this a shot.

It's been an interesting journey just going through hoops finding the next gig. It was great working at Hardsuit Labs, for as long as I did, on Bloodlines 2, and being there when Paradox announced the game at GDC earlier this year.

After that ended, it's been a fun ride jumping on board with Evil Noob, an indie team down in Miami, Florida, just for the sake of working with a team down there. And, having a chance to work with Airborn Studios was awesome.

But, now it's onward and upward, especially all the way in Albany, NY!

[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Rock Sculpts

General / 07 April 2019

Made some rock sculpts, chunked together. I'm planning on rotating them around. These are about 2m tall.
For now, I just made one set, and I might make another one. I may add in smaller rock pieces later, but I plan on making bigger chunks, using mainly tileable materials.

I'm open for critique, this one's still a WIP. I sculpted the bigger shapes, baked them down and textured them in Substance Painter. I went through some iterations with these. Ended up wanting to have sharper edges on these, but I'm not quite sure if they're too sharp or if it looks stylized in a way.

Aside from these, the ground meshes work for the material blends, and for now, I'll be focusing on the rocks and cliffs, and then most likely foliage pieces next.

[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Mud Ground Materials

General / 17 February 2019

Here's another update on the material. Placed them on material balls. I'm open for critiques on these. I'll eventually add them in the scene. The next thing I'll be working on are the ground meshes for these.