Archive

Nov 5, 2013

Assassins Creed IV: Black Flag™ Mission/Level Art Work

The following video shows a mission/level I worked on, in collaboration with level designers, animators, sound integrators, and other artists during the production of Assassin's Creed IV: Black Flag.



The Siege Of Charles-Towne

Along with another level artist, we were in charge of everything art related in the level. This involves translating blockmesh delivered by a level designer into art pieces with proper integration and composition. Props were provided by an objects specific art team, and the level was lit by a lighting artist as well.


(Reference available upon request.)

Nov 9, 2012

Assassin's Creed III™ Environment and Props Work

The following video shows a naval world featured in E3 2012, which I was involved in during the production of Assassin's Creed 3.




Caribbean Naval World

I was part of a team that built the whole Caribbean world which involved texturing, modeling, UV mapping, optimization through LODs, reflection and shadow proxies, collision and engine integration of mesh assets, materials and instancing.



Another level I have been involved in is the Dead Chest Island. I modeled the organic objects such as rocks, caves and some vegetations.

Dead Chest Island




(Reference available upon request.)

Jun 3, 2012

Uncharted 3: Drake's Deception™ Environment and Props Work

The following images show environment structures, props and vehicles that I was involved in as an outsource artist for NaughtyDog's Uncharted 3: Drake's Deception.

My contribution for some of the structures shown are model detailing (from provided meshes with pre-existing design), UV mapping and vertex blending. Textures and shaders for these structures were provided by NaughtyDog. Textures and models for some of the props and vehicles shown were made by me and my colleagues.

(Please click images to enlarge.)




























Images were captured from the game Uncharted 3: Drake's Deception in a Playstation 3 gaming console using a digital camera (thus the low quality...especially the chase scenes!).

Jun 1, 2012

Assassin's Creed: Revelations™ Environment and Props Work

The following shows a level I was involved in during the production of Assassin's Creed Revelations™.

My contribution for this level, along with other artists, was to help in modeling and UVing props and architectural meshes from blockmeshes made by level designers.


Vlad The Imapler's Prison


(Reference available upon request.)

May 10, 2011

NextGen Env WIP (Updated April 2011)

Maya Hardware viewport

Added some foliage, new color toning and a quick water idea. 

Even more foliage to come before it becomes engine-ready. Click to enlarge.






Maya Hardware viewport

More foliage and breaks to come. Click to enlarge.

Apr 13, 2011

Uncharted 2™ Environment and Props Work - Singleplayer

The following are my works and involvement in Uncharted 2™ Singleplayer as an outsourcing artist. 

Most of them are modeled and UVed from blockmeshes that NaughtyDog has provided. All textures and some additional detail are done by NaughtyDog.

(Please click images to enlarge.)







































Screenshots were taken from the game Uncharted 2™ in a PlayStation 3™ system using an AVI (not HDMI) Video Capture Dongle connected to a PC.

All images were cross-checked by NaughtyDog before posted.
(Reference is available upon request.)