video games

2008/2011 – AltEgo LLC, Last Legion Games
Co-Founder and Chief Creative Officer - Art Direction, Project Lead

In mid 2008, after a short retirement from full time video game development, I started a Santa Monica based games studio with a few industry veterans. Our main focus was to develop interactive apps on the newly released iPhone platform. I quickly put together an A team of digital artists and started brainstorming and prototyping various ideas, excited to be developing games on a touch screen device. Our first main project, Watchmen, was developed in partnership with Legendary Pictures and Warner Brothers. Watchmen: Justice is Coming was a 3D MMO that we developed in less than six months with very limited resources. For this particular project I managed a team of artists and game designers, created many game environments and textures, as well as the entire user interface. I worked closely with Warner Bros's producers to follow the movie's style-guide and to meet the launch date coinciding with the theatrical release of Zack Snyder's film.

WATCHMEN: Justice Is Coming™
3D MMOG for iOS


Warner Brothers™

 

Warner Brothers™


Warner Brothers™
 

 

While developing Watchmen: Justice is Coming, we started working on an original app concept with renowned artist and vinyl toy designer, Tim Biskup. The small iPhone app allowed to integrate into the iPhone's digital photos, original 3D vinyl toys by Friends With You, Devilrobots, and of course, Biskup. The intuitive interface allowed users to fully control the lighting, as well as manipulating, scaling, and rotating the vinyl figures previously bought in an online store. I oversaw the development of that particular project, designed the user interface, created various marketing assets, and helped manage the online social media presence of the Polyghost brand. Bellow are some visual examples of what users could accomplish with Polyghost. https://www.facebook.com/Polyghost

 
POLYGHOST
Vinyl Toys App for iOS



 





 

After Watchmen and Polyghost launched, the company evolved to focus on a new proprietary technology. Almost over night, our direction shifted from making iOS games to developing a Cloud based technology that would allow users to download a 2D rendering of their 3D avatars on various social platforms. The tech, called AltEgo, was in development for several years before it finally got shut down. For easy customization purposes, I conceptualized a simple look for our avatars, created the first iterations of the AltEgo interface and editor, as well as an entirely new visual identity for the company.

AltEgo
Conceptual Design, User Interface, Product Branding
 

AltEgo™

As proof of concept for the AltEgo technology, we developed two Facebook games; One Casino game in partnership with the famous Las Vegas casino, Golden Nugget, and Hollywood Magic. I was responsible for defining the visual style of the games, creating countless art assets and user interfaces, managing the art department, and directing as well as mentoring several art interns.


Golden Nugget Vegas Casino & Hollywood Magic, Facebook



AltEgo™
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2003/2004 – Traceur,  Xbox – Invasiv Studios
Co-Founder and Chief Creative Officer - Art Direction, Game Design

In early 2002, I decided to start an indy game studio with two other partners, following the belief that video games should be considered as an independent Art form. Xbox Live wasn't around yet, and the mobile market still had a long way to go. So we decided to develop games for the first gen Xbox. Me and my team of half a dozen developers worked on an original game concept inspired by the French urban sport, Parkour. The 3D city landscape and playground reminded greatly of my past experience with the THPS series, the sort of environment that I was very comfortable with. Unfortunately, we had to pull the plug during development because funding didn't come through. Starting this studio in the big apple was an amazing experience that taught me so much about being entrepreneurial, team leadership, and running a business in general.

 


 

More Traceur Artwork in the 'high concepts' section: 
http://i-o-studio.com/i-o-conceptualdesign.html

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2001/2002 – He-Man: Power Of Grayskull, GBA - Taniko
Co-Founder, Art Direction


Shortly after moving to New York City in mid 2001, I was approached by a friend based in L.A. to start a game studio. We agreed that I would telecommute from the East Coast and perform as the company's Art Director. For half a year, we developed many prototypes and shopped them around. Eventually we partnered with Hasbro to develop a project for the Game Boy Advance; He-Man: Power of Grayskull. But after the game shipped, it was clear that my heart wasn't really in it and needed to do bigger things. So I moved on.


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2000/2001 – Tony Hawk’s Pro Skater 3, PS2 – Neversoft
Concept Art, Environment Art, UV Mapping and Lighting
  

By 2000 Neversoft had been acquired by Activision. I was sold as part of the package with 6 or 7 of my colleagues. The studio was consolidating and expanding, and development of THPS3 started on the soon to be released Playstation 2. For a few months I put a level together, but half way through development I had to leave the company (something that I had never done before) to follow my wife to New York City where she was relocating for work. It was a difficult decision but something that I had to do in that moment in time. I said goodbye to the Neversoft team and moved on.

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1998/2000 – Tony Hawk’s Pro Skater 1 and 2, PSX – Neversoft
Art Direction, 
Concept Art, Environment Art, UV Mapping and Lighting


Once Apocalypse shipped, I was asked to conceptualize various street skaters and level mechanics for an original game prototype. Production started soon after that, and I was offered the opportunity to be the Art Lead of this skateboarding project. I did a lot of research, watched a lot of skate videos of course, played even more Top Skater at the arcade, managed a small team of environment artists, defined the visual style of the game (and what would become a franchise), worked closely with the design department, created the entire user interface, lit and textured several levels, put together marketing assets, and went out of my way to secure graffiti art from well known L.A. based street artists. My wife, unrelated to the project but a huge skater fan, secured Suicidal Tendencies and Slayer for the soundtracks. DIY!



Eventually Tony Hawk accepted to be a part of the project, and soon after a bunch of other pro skaters joined the fun. Half way through development, our first free demo was released on the market. It was extremely well received, and we realized that we had something very solid in our hands. When Tony Hawk's Pro Skater successfully launched in the fall of 1999, it was a huge accomplishment for the entire team. We had created a franchise, and the THPS machine would become unbeatable for years to come.


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1998 – Apocalypse, PSX – Neversoft
Environment Art, Character Art, Textures and Lighting
 

In 1998, as Activision was restructuring its internal development studio, I was introduced to a small independent game developer called Neversoft. I relocated to their offices in the Valley and for the first two months helped the team wrap up Apocalypse - a third person shooter featuring the voice over of movie star Bruce Willis. I quickly learned Neversoft's development tools, adapted and experimented with the powerful graphics engine in many different ways, and brought to the table my three years experience of game development with large publishers. 
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1998 - Civilization: Call to Power, PC– Activision

Concept Art, Digital Art
   

After Pitfall 3D launched, I worked on my first strategy game. I had a short two months to conceptualize and create all the game's cities and their various level of evolution. I did a lot of research and sketches, and spent many hours pushing pixels. It was a challenging task, but I eventually managed to deliver all assets on time.


 

  
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1996/1998 - Pitfall 3D: Beyond the Jungle, PSX - Activision
Concept Art, Environment Art, Character Art, UV Mapping

Description Coming Up











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1995 – Fight for Life, Jaguar – Atari
Concept Art, Character Art, UV Mapping

Description Coming Up
 

 

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1990/1991 - Blaston & Cartoon Line, Amiga/Arcades/Archimedes - Eterna
Concept Art, Bitmaps, Animations, Game Design


Description Coming Up


 
16 Bits Title Screen



 
Level art for Cartoon Line

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