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Dead Space PREPRODUCTION I joined the Dead Space preproduction team in January 2007. Two other environmet artists and I worked with design and production to construct the demo that got Dead Space greenlit. (Dead Space was the first original IP to get the green light at the Redwood Shores studio in roughly twenty years.) Our preproduction phase included look-development, extensive cross-discipline pipeline planning, outsourcing integration, documentation, and scheduling estimates. PRODUCTION During production I modeled and textured key areas of the game, assisted with the training of new artists who were brought on board, and served as the mentor for an intern who was hired on as a full-time object artist at the end of his stay. Please note: These shots are presented to demonstrate my environment modeling and UV/texturing. I take no credit for the work of Dead Space's wonderful lighting and VFX artists. Dead Space on Metacritic: 360 / PS3 / PC Back to main page. |