Supreme Commander 2 environments
- I got to work on a few of the units in SC2, but most of that work was cleaning up after outsource work. After some work detailing and debugging some of the shipping maps for SC2, I got the chance to design some maps for the DLC. With fresh eyes on the project I was able to design a pipeline that seperated visual development from gameplay design, and taught the gameplay designers a method to rapidly prototype complicated battlefields.
- The maps below (and some variations) were designed modeled and textured by me on an accelerated three week scedule.
- © Square Enix
Kings and Castles prototype environments
- After SC2 wrapped we found ourselves with a large team and no project lined up. Knowing downsizing was inevitable everyone buckled down and focused on the game we'd like to make. Kings and Castles was the closest I've come to working on a passion project. With the techniques I'd learned from the SC2 DLC we were able to rapidly develop and test maps on a daily basis. Matches were fast and loud, followed by meaningful design meetings.
- The map below was a prototype to streamline modular map creation, disguising the modularity with set pieces and bespoke surrounding area. Though player reception was skeptical, the video below was an example of the gameplay we attained in a very short time.
Age of Empires Online environments
- While we were shopping Kings and Castles around to publishers, Microsoft offered us the chance to take over development of Age of Empires Online from Robot Entertainment. A bulk of the work for AoEO was technically dissecting the systems Robot had set up and inherited from Ensemble all the way back from AoE2, figuring out how we could make more complicated environments than the series had seen.
- The images below represent the work of our whole team. The terrain textures, cliffs, trees and the settings that determined their placement were created by me.
- © Microsoft