This is a WIP shot of the GearVR game Jim’s been working on for the past two months. All assets were modeled in 3dsmax or Zbrush, and the level was built by Jim in Unreal. He is currently working on building reusable level modules for this first pass and is figuring out programming from a Blue Print basis. There are 3 shaders being used for this whole game, to reduced draw calls, and most objects are 200 to 500 polygons, or less. Characters have not been finalized yet.
Cubic Defense: via Hatalom Systems
LCS 3 and LCS 4
While working at Cubic, Jim was able to work on this massive training and simulation system. He did multiple duties on this project, including modeling, UV, Texturing, Visual effects for all casualty simulations (Fire, AFFF, Water, Oil, Fuel leaks, Corrosion Decals, Scorching Decals) QA/SME for VFX, Verification and Team management.
Due to the sensitive nature of DOD projects like this one, He is unable to show you specific examples of his work.
Jim’s last game
95% of Visual effects here were done by Jim. This includes weapon fire, explosions, assembling vfx, smoke, etc. There were only 3 texture sheets used to create all of these VFX systems, with one shader instanced across all effects.
Here is a straight play through.
The first available video.
All Particle effects and Some game play animation.
Promotional Game for Wrigley’s Gum Brand: 5Gum, Micro Challenge, for the Xbox 360
Star Wars: The Force Unleashed DS
One of Jim’s favorite games while he worked at n-Space.
Jim did all the VFX for the little game, (with polygon counts of 1000 for the levels and total of about 1024 textures) He enjoyed the challenge of bringing the Star Wars universe to the Nintendo DS.
He also did about 1/6 of all the level building, vertex lighting, camera setups, and texturing of those levels.
VFX and Some examples of world building assembled after n-Space initially shut down in 2010
Geist : Jim’s First Game at n-Space 2003
Jim was a modeler, texture artist, world builder (this was prior to the existence of level designers as a separate job description), and he did some VFX on the game. His first Level was part of the E3 build that had a minute of fame when it was featured on Penny Arcade.
A Play through of the game
All Character Animation, Rigging, VFX, and 3d Modeling by Jim.
From A short film Jim was working on about war. 2008
Cheetahs Race 2003
All Character Animation, Rigging, VFX, Compositing, and 3d Modeling by Jim.
From A short film Jim was working on about a Cheetah race track and robots Betting.
Robots at the Cheetah Race Track
Low poly modeling, texturing, and Level Design for the unreleased Geist DS game.
|The Boss Level: Worldbuilding example for the Nintendo DS||The Mayan Level: Worldbuilding example for the Nintendo DS|
| Wire frame over -The Boss Level: Worldbuilding example for the Nintendo
| Wire frame over -The Mayan Level: Worldbuilding example for the Nintendo
|The Circus Level: Worldbuilding example for the Nintendo DS|