During my time working on House of the Dead Overkill Extended Cut I performed a large variety of tasks including Shader, Particle and UI creation as well as some scripting. However my main role was designing and building the art for the new "Naked Flesh" level. I modelled and textured the vast majority of the level from start to finish and also got to set up the lighting and post processing.

In addition to creating new content, lots of assets brought over from the original Overkill had to be re-modelled and textured, I got to do plenty of this work including the two vehicles that can be seen above.

Click here for more information on House of the Dead Overkill Extended Cut

Here's some high poly props I've modelled for the scene, the bicycle will eventually be sitting in the forground and the awning will be off to the right as part of a shop window. Both props were initially modelled in 3ds max and then detailed in Zbrush.

I rendered them in Zbrush using the BPR rendering options and then composited all the passes in Photoshop afterwards, it's a really cool set of tools and you can quickly get some nice renders without much faffing.

30/12/2011

A street scene based on an area of Stockholm's old town, most of the building features remain quite faithful to the reference it's based on although I have added foliage to vary the colours and changed some of the details here and there. The pavement and the building's loam walls are using CryEngine 3's very nice 'blendlayer' shader parameter. This allows the blending of two textures through vertex colouring and makes creating anti tiling materials a breeze.

I started working on this scene as a way to learn CryEngine 3. Currently, it's still work in progress and there's a lot more to do before I'm happy with it as a finished piece. I'm in the process of adding more buildings, props and streets around the area so I can eventually pull the camera a lot further back and the scope of the scene should be more apparent.

10/11/2011