FORGE Characters

August 28, 2012

Art Directing the Forge 3d character production was one of the most rewarding challenges of my career.  I’m very pleased with the way these characters turned out and it was a pleasure working with the character team.  A receptive, professional crew that my hat goes off to! After production, I had a great time putting these character reveal sheets together (seen below).  It was a nice way of revisiting all the hard work, love, and attention to detail that went into these characters.

If you’re going to be at PAX 2012,  you’ll have the opportunity to play the FORGE beta. The game is shaping up nicely but don’t take my word for it, go play it!















2d section updated

August 29, 2011


I’ve updated my 2d section! In celebration, I’m making a quick post on Process.. It’s really meant for curious advanced users, as I don’t get into any specifics at all. But, anyone with a little know how can fill in the blanks. If enough people want more specifics I’ll seriously consider posting a tutorial on my style process.


Sketch, ink, scan, vector, add texture via pixel love, print! Done.




PAX Prime, PAXDEV & a Minotaur.

August 27, 2011

I just got back into Portland after attending PAXDEV in Seattle. It was a good experience over all.  It was quaint, fun, informative.. I intend to do a  review on it,  once I find some free time. So, stay tuned for that!

Saturday morning I’m headed back into the jungle.. by jungle I mean Pax prime.  So, if you’re there too feel free to shoot me an email, we’ll exchange high fives or something.

Also, I’ve been meaning to post some Minotaur Progress! I’m having fun with this SUPERGENIUS internal project, I’m almost done with the low poly models so with any luck we’ll have some updates next week. I discovered a helpful tool for Max users called “wrapit.” If you ever need to retopologize your high poly models, I strongly suggest checking out this tool. Wrap it + Zbrush’s decimation master have been crucial, especially with the amount of detail in that Minotaur character. If you want a glimpse into the concept side of things, check out this blog post =   nothing short of amazing! The concept team rocks waaay too hard. Ear bleedingly hard, and we love them for it.

Sue_Low Poly

Credit: I did the  Z sculpts for the characters and arm tech textures. Mark VonBorstel did the modeling and normal baking for the arm tech assets. Greg Savoya did the base mesh for the female character. Gina Burgess did the belts and knife holster sculpts on the female character.


August 23, 2011

I have an art Show @ Tiger Bar in Downtown Portland with good friend and fellow artist Paul Culp.   I will be up for 1 more week so go check it out.  Let me know what you think!

Here’s some pics of my goods!



June 1, 2011

This 1st Thursday @ Ground Kontrol! “WE CORRUPT CHILDREN” A collection of art from SuperGenius video game artists… Plus, there’s cheap beer and arcade games. Win-Win 100%

I’m really excited to help present this amazing group show from myself and my colleagues. I love working with this talented bunch.

Marvel super Hero Squad Online

May 13, 2011

Hey, my Asgard snowman environment is on Kotaku!

I heart this project. I led a team of 3d artists making over 580 game assets and 40 environment tiles for Marvel Super Hero Squad Online! I love the style of this game and I met some amazing artists I hope to work with for a long time to come. Congrats to the Amazing Society for finishing shipping MSHSO, it was a pleasure working with them.

**More on this to come soon**

Les Schwab tire commercial spot

April 29, 2011

So, I led a small team in a rush job to model some high poly tires for this Les schwab commercial spot. It was pretty fun, plus I’m now able to name a handful of tires tires just by looking at the tread!

Les Schwab Spring Sale from funnelbox on Vimeo.