Marvel Battlegrounds Playset (2016)
for Disney Infinity 3.0
I was the lead responsible for designing, building, and rigging the interactive, animated, and progressively destructible environment elements used in the different battlegrounds in the game.

For this I used the proprietary node-based visual scripting system that accompanied the Game Engine used for all the Disney Infinity titles. I worked closely in collaboration with the Avalanche Team in Salt Lake City while getting up to speed on their proprietary technology.

Sleeping Dogs
(2011 & 2014)

I worked on the majority of the environmental takedowns, and in many cases I also did the interaction design, modeling and interaction animation.

The Tablesaw and Rebar Impale are among my favorites.

In addition I created many of the destructible objects used in the game such as walls and other items that take progressive bullet damage, as well as the items that take impact damage like crates of beer with contents that break when you throw an opponent into them.

Tomb Raider: Definitive Edition (2013)
I was tasked with modeling, texturing, and rigging additional higher detailed foliage, props and particle effects. I then replaced the original asset in the environments with the improved versions adding detail where it was warranted (up to the new poly, texture and effect budgets.)

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