Game Cinematics from 2007-2010
I did the lighting for this shot from Dante's Inferno, as well as modeling and texturing the stone floor. It was the first time I'd ever used ZBrush. Rendered in Mental Ray.

I did the lighting for this shot from Dante's Inferno, as well as modeling and texturing the stone floor. It was the first time I'd ever used ZBrush. Rendered in Mental Ray.

This shot from Halo Wars was rendered with Brazil, which didn't have global illumination, so I animated a set of warm bounce lights that gradually turned on as the ship's blast shields opened to reveal sunlight.

This shot from Halo Wars was rendered with Brazil, which didn't have global illumination, so I animated a set of warm bounce lights that gradually turned on as the ship's blast shields opened to reveal sunlight.

I believe Kevin Margo was my supervisor on X-Men Origins: Wolverine. Mental Ray.

I believe Kevin Margo was my supervisor on X-Men Origins: Wolverine. Mental Ray.

Blur's face pipeline has obviously come a long way since this project.

Blur's face pipeline has obviously come a long way since this project.

I remember this being a tricky shot because the camera swings about 120 degrees, from one set of characters to another.

I remember this being a tricky shot because the camera swings about 120 degrees, from one set of characters to another.

And I also lit a bunch of shots for Star Wars: The Old Republic. I think Corey Butler may have been my supervisor on this sequence, but it was a long time ago, in a galaxy far, far away.

And I also lit a bunch of shots for Star Wars: The Old Republic. I think Corey Butler may have been my supervisor on this sequence, but it was a long time ago, in a galaxy far, far away.

Demo reel from 2010. Sorry it's so long!

Game Cinematics from 2007-2010

These are a few shots I did scene assembly (lighting, set dressing, compositing, and misc modeling) for during my 3 years on staff at Blur Studio.

More artwork