Annihilators - Digital painting I created this image as a post-ship marketing image.
Barstow Badlands - In-game environment screenshot As an environment artist, I am very aware of how you can lead a player's eye through use of contrast and the angular placement of objects.
Tournament Desert - In-game environment screenshot All roads lead to the central Tiberium field on this multiplayer map.
Schlachtfeld Stuttgart 1 - In-game environment screenshot The lighting and post effects in this map are a nice contrast to the bright desert maps..
Schlachtfeld Stuttgart 2 - In-game environment screenshot The environment work for C&C 3 gave me a crash course in city planning. To create believable urban spaces required a bit of study on how parking lots, green spaces and roads intertwine.
Schlachtfeld Stuttgart 3 - In-game environment screenshot The trick to making a city feel dense and yet playable is allowing for a bit of space around each structure. Debris fields and spaces marked by craters give the illusion of complexity without blocking unit pathing.
The Tower 1 - In-game environment screenshot Area around the Scrin tower had significant destruction and very dense atmospheric effects.
The Tower 2 - In-game environment screenshot An image of a Nod base.
The Tower 3 - In-game environment screenshot This massive Tiberium rift was fun to sculpt.
Nuke Facility 1 - In-game environment screenshot Last chance for gas and souvenirs on the road to the nuclear facility. Cash only please.
Croatia 1 - In-game environment screenshot The churches remain relatively undamaged in this rundown city.
Croatia 2 - In-game environment screenshot I am particularly proud of the destruction work on this map. A lot can be done with rubble, trash, tire marks and an overturned car prop.
Croatia 3 - In-game environment screenshot The low light setting really showed off the red house color on the Nod structures.
Sydney West 1 - In-game environment screenshot Scrin base layout is very different from either GDI or Nod. I arranged these Scrin structures like a tribal circle around a Tiberium vent.
Sydney West 2 - In-game environment screenshot There is a storytelling aspect to laying out environments. I see the central building as the area�s biggest employer. All roads encircle it and then spin off into the outback.
Sydney West 3 - In-game environment screenshot The massive retaining wall was a key visual element on this map. It separates the arid badlands from the lush blue zone within.
Sydney West 4 - In-game environment screenshot With so many of the environments looking like a war torn wasteland, it was enjoyable to create a pristine urban parkland.
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