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Games

The Collective, Inc, (Gaming) Laguna Beach, CA    

Star Trek: Deep Space Nine: The Fallen

Real time Level Designer/Builder

Buffy the Vampire Slayer 

Real time Level Designer/Builder

Westwood Studios Pacific (Gaming),  Irvine, CA.  

Command and Conquer, Red Alert Series: Tiberian Sun

Cinematics CG Artist

Presto Studios,  San Diego, CA

Journeyman Project: Legacy of Time pre-rendered adventure game

Environment Artist

Beneath:  Real time adventure game

Environment Artist

Star Trek, The Next Generation: Hidden Nemesis

Environment Artist

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Star Trek: Deep Space Nine
The Fallen

Created the real time, Unreal Engine,  environments/levels for this third person shooter game.  This was a PC/Mac game. 

You could play as either Captain Benjamin Sisko, Major Kira Nerys or Lt. Commander Worf.

Buffy The Vampire Slayer

This was a third person real time action and beat 'em up game for Xbox.  At the time, the effects were super cool, you could stab vampires with wooden stakes and they would burn up in flames.  We had interactive mist and and lighting.  At the time, the real time engine was leading edge and it was very fun working with the technical programmers and pushing the envelope of what could be done in realtime. So amazing how tech has developed since then.  Admittedly, these are very dated but it was state of the art at the time.  After making films and current state of realtime engines, I see the tremendous overlap between film and games.

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Command and Conquer:
Red Alert 2: Tiberian Sun

This iteration of command and conquer employed the use of voxels and improved the in game animations in both developing and final execution.  Although, the game was fun to play and work on, my primary task was creating the cinematics for the game with live action characters and CG backgrounds and battle scenes.  I helped to research and select many of the software tools to create the cinematics, both for compositing and CG work.  We used primarily 3DStudioMax and Shake

Star Trek: The Next Generation: Hidden Evil

An early realtime game with prerendered cut-scenes.  This was my first Star Trek property to work on and it was fun to work on all those elements I had seen on television.  

Beneath

real time third person adventure game with characters swinging from grappling hooks and shooting. Built environments, focusing on fast game play, efficiency, and interaction with environment.

Journeyman Project: Legacy of Time

This game is all prerendered.  It is a Myst style game, navigating to quicktime VR nodes with cuts scenes.  This is an adventure game as you navigate through space and time.  The environments were high resolution renders with interactive puzzles to advance through the game.

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