Night Life Drifting Sneak Peak

This is a promotional art piece that I rendered in Maya. I worked on all art depicted. All models in this shot are in-game quality.

This is a promotional art piece that I rendered in Maya. I worked on all art depicted. All models in this shot are in-game quality.

This is another promotional art piece rendered by a team mate in Blender. This image uses a car that I worked on, and city assets visible in the background.

This is another promotional art piece rendered by a team mate in Blender. This image uses a car that I worked on, and city assets visible in the background.

Realtime Unity render. I was responsible for the garage design, Unity implementation, lighting, and post processing. In addition I created the  walls, floors, ground effects, garage doors, supports, LED signs, and various tool props.

Realtime Unity render. I was responsible for the garage design, Unity implementation, lighting, and post processing. In addition I created the walls, floors, ground effects, garage doors, supports, LED signs, and various tool props.

A closer shot of assets I worked on including the neon signs, lights, garage doors, engine hoist, tires, rims, characters, and toolbox. Realtime Unity renders.

A closer shot of assets I worked on including the neon signs, lights, garage doors, engine hoist, tires, rims, characters, and toolbox. Realtime Unity renders.

This is one of many signs I created, as well as bollard, crosswalk signs, and roads. To fit the lore, I created many assets embracing technology and the idea of transforming the city instantly into a race track. Realtime Unity renders.

This is one of many signs I created, as well as bollard, crosswalk signs, and roads. To fit the lore, I created many assets embracing technology and the idea of transforming the city instantly into a race track. Realtime Unity renders.

This is an example of one of the non-procedural buildings I created while working on NLife Drifting. Realtime Unity Render.

This is an example of one of the non-procedural buildings I created while working on NLife Drifting. Realtime Unity Render.

Here are some close-up shots of some additional assets I made including the holographic pop-up road barriers, pop-up crosswalk barriers, benches, street lights, in ground lights, lit tunnel, signs and more. Realtime Unity renders.

Here are some close-up shots of some additional assets I made including the holographic pop-up road barriers, pop-up crosswalk barriers, benches, street lights, in ground lights, lit tunnel, signs and more. Realtime Unity renders.

Maya renders of a car I created, along with an array of modifications

Maya renders of a car I created, along with an array of modifications

A short in-game driving clip. This is a promotional vertical slice created in Unity.

Night Life Drifting Sneak Peak

Here is a sneak peak of a project that my team and I worked on at Any% Studios in collaboration with Night Life Labs! This game is still early in development so I am limited on what I can share at this time. NLife Drifting is a multiplayer Neo-Tokyo themed racing game. The game features highly customizable cars, a personal garage to make your own, and an exciting and immersive gameplay experience. I was responsible for most of the large city architecture including buildings, streets, bridges, lighting, signs and more. Additionally I was the primary vehicle artist, I completed about 80% of the work on the vehicles pictured here, and was the sole artist on another unreleased vehicle.

As lead artist, I organized and supported the art team while also producing environment art, cars, and an assortment of car mods. I created pipelines for car production to meet the unique criteria for highly customizable car mods, skins, and real-time design modifications. Additionally, I handled the Unity implementation of all environment art and cars/car parts. Throughout this project, I stretched myself to expand into new areas including tool building, and shader creation within Unity. During planning I optimized our production workflow by integrating tools to streamline our process, and creating documents to outline the process for my team. An example of this is with the buildings which are produced using a procedural building creation tool, highly optimized LODs, and an interior mapping shader I created, which works using custom made cubemaps rendered in Unity.