Airship Creative LLC

WELCOME TO AIRSHIP
NEXT GEN GAME ASSETS AND VISUAL EFFECTS >

Welcome to Airship, my humble freelance game art and Vfx shop specializing in the creation of next-gen videogame content including modeling, textures/materials, and real-time visual effects. Well, actually Airship was my freelance art studio, but now I work for 2K Marin in Northern California. Drop me a line if you're an art geek like me and want to kibutz about games or game art.

NEWS >

April 19th, 2009

This was pretty cool - a friend sent me this link to a Kotaku feature that hilited the Vfx in Bioshock 2:

"At first blush, the visuals in BioShock 2 seem on par with those of the first game--but after carefully scrutinizing them, we saw many subtle improvements. Lighting has been polished up considerably, and the overall level of detail seems to have been increased, too. We're especially fans of the particle effects we saw both indoors and underwater." Kotaku.com | Gamespot.com

March 5th, 2009

One of the first AAA titles I worked on way back when was finally released after a long development cycle. Killzone 2 hit the street with an impressive 94 meta rating. It is indeed one of the best looking shooters I've ever seen and I'm honored to have worked on it albeit as an environment artist.

January 22, 2009

Happy New Year everyone. After a great holiday and a fun New Year, it's back to business. It's no surprise that 2K Marin is working on, yep - you guessed it, Bioshock 2.

I'm honored to be the singular Vfx artist on this stunning title as part of this extraordinary team. I'm knee deep in plasmids, weapons, environment and character effects, and water. Lots and lots of water. We're having and fun and there just might be a bit of press coming out soon. Keep your eyes open.

October 21, 2008

Fable 2 was released today and I'm extremely impressed with what I've seen so far. Great game! This game is one of the projects that I am most proud of having been a part of. My role began as an assistant Art Manager way back when, but my boss threw me bone - character texture variations. The assets went well and we were off to the races. I had the honor of doing texture variation for numerous characters, original character textures and eventually models and textures for other assets such as the Clockwork Rifle.

August 25, 2008

Brothers In Arms: Hell's Highway was released today after a looooooooong wait. This title was my first foray into Art Managing and I had the pleasure of working a bunch of extrememely talented artists. We produced 11 of the guns including the BAR, Sturmgewer, and Panzerschrek. Congrats Gearbox on the release.

June 13 , 2008 After an insano month of packing, familiarizing ourselves with the operation of humanoid v.2.0 (baby Rowan), moving across state lines, we are finally getting settled in Marin County, CA which, I might add, is not a tough place to get settled into. The weather is unreal, the whole family likes the area (Novato, San Rafael, San Francisco) and the job at 2K Marin is incredible: great people, amazing facility, and an stunning project that I am humbled to be part of.

NEW PORTFOLIO COMING ONLINE >

Some of the titles I worked on last year are being released now so check back soon for an up to date portfolio. While I can't show all of my client work yet, I can show my first art test asset: rad counter.

CURRENT PROJECTS >

Bioshock 2 : singular vfx arist
Developer: 2K Marin

PAST PROJECTS >

Killzone 2 : 3d artist
Developer: Guerilla Games

Fable 2 : 3d artist, assistant art manager
Developer: Lionhead Studios


Rockband 2 : 3d artist
Developer: Harmonix

* Assets also used in Rockband 2

Condemned 2: Bloodshot : 3d artist
Developer: Monolith Productions

Brothers In Arms: Hell's Highway : art manager (Weapons), 3d artist
Developer: Gearbox Software

NDA sci-fi shooter/RPG title: lead VFX artist, 3d artist
* Release: Q1 '09

NDA cyberpunk RPG: 3d artist
* CryEngine 2

NDA sci-fi RPG title: art manager, lead VFX artist

NDA monster fighter: art manager
* Release: Q3 '08

NDA WW1 shooter: art manager, lead VFX artist
* Release: Q4 '08

TOOLBOX >

3D
Autodesk 3D Studio Max 2009
Autodesk Maya 2009
Softimage XSI 6.5
ZBrush 3.1
Mudbox 1.2
Maxon BodyPaint 3.0
Vue D'Esprit

2D
Adobe Photoshop CS4
Adobe Premiere CS2
Adobe Illustrator CS2

Engines
Unreal 2
Unreal 2.5 Extensive Emitter Editor
Unreal 3 Extensive Cascade
CryEngine 2
Milo

Utilities
SH Tools
CrazyBump
Nvidia Normal / DDS Utility
Fraps


PROFESSIONAL GAME ART SAMPLES >

Fable 2
Developer: Lionhead Studios
Role: 3d Artist, Assistant Art Manager
Contribution: Character textures and texture variations, Clockwork Rifle model and textures, various environmental asset textures


Textures

Model and Textures

Textures

Textures

Textures
Rock Band + Rock Band 2
Developer: Harmonix
Role: 3d Artist
Contribution: Fender Jazz Basses - 4 unique models, 44+ texture variations, 2 Amp models

Instruments

Insturments

Instruments

Screenshot

Screenshot
Killzone 2
Developer: Guerilla Games
Contribution: 3 unique environment prop models and textures, 5 "medical" props models and textures

Model and Textures

Model and Textures

Model and Textures

Model and Textures
 
Brothers in Arms: Hells Highway
Developer: Gearbox Software
Role: art manager (11 weapons including Thompson, Sturmgewer, Panzerschrek, Grease gun, and Walther), 3d artist
Contribution: Thompson submachine gun textures

Weapon Textures
Condemned 2: Bloodshot
Developer: Monolith
Role: 3d artist
Contribution: tire iron and track light melee weapon models and textures

Melee Weapon

Melee Weapon
GDC08 Havok Destruction Demo
Developer: Havok
Role: art manager (destructable aqueduct and wooden shack), texture artist
Contribution: Destructable wooden shack textures

Building Textures

OLD SCHOOL CGI / GAME ART SAMPLES >

OLD SCHOOL GAME PROJECTS


Piggyland

Candyland

Counterstrike Map

Environment Test
 
CGI

CGI

CGI

CGI

CGI

CGI
ILLUSTRATION

Sketches

Illustration

Illustration

Illustration

Illustration
ACADEMIC AND PERSONAL WORK: CHARACTERS
Squiggy
Character

Character

Character

Characters
 
ACADEMIC AND PERSONAL WORK: GAME ANIMATION

Run Cycle

Walk Cycle

Flight Cycle
   

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