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 art.

NEWS >

June 13th, 2010: Been noodling around with Zbrush and Mudbox and trying to figure out which fits best into our art pipeline. This guy was created in Mudbox and Max. More sculpts below.



May 17th, 2010: 2K Games has announced XCOM which is what I've been working on for the past few months. I know, I know, some folks are concerned about the evolution of a turn based strategy game into an FPS but I must say, it's a fun game and much of the planning and strategizing required in the previous encarnations are still a vital part of the game. You can view the trailer here and judge for yourself. James Sharpe, the senior effects artist at the Canberra studio is a rock star and it's a real pleasure working with him.

Speaking of rockstars, hats off to Rockstar Games for their release of Red Dead Redemption - an incredible work that has raised the bar for the entire industry.

April 2nd, 2010: Just returned from a fantastic trip down under to work with the 2K Marin Australia crew. Yeah, calling 2K Australia 2K Marin is a bit odd but the jist of the change is that we've joined forces like the Wonder Twins. Great group of developers and I must say that I really enjoyed Canberra although I almost perished a few times looking the wrong way when crossing the street. Other than that, very fun trip.

February 11th, 2010: Bioshock 2 was released this week to solid reviews and a metascore of 88.8 as of today. More importantly, people seem to really enjoy the game. It was a very wierd feeling opening up the box and seeing a project that I've been starring at for almost 2 years come to life in my livingroom. I am very proud of the game and am honored to be working with the extremely talented folks at 2K Marin and 2k Australia. Next up, GDC, a trip down under for a few weeks, Bioshock 2 DLC, and an NDA title that will make a lot of gamers happy when it's announced.

January 24th, 2010: Happy New Year! Hope you all had a fantastic holiday season. Things are starting to get very exciting as we approach the release of Bioshock 2. So far the media's response has been extremely positive. I've said too much already, but needless to say, we're all quite excited about the feedback we've received so far. With the game finished, I've been transitioning to Bioshock 2 DLC as well as a very exciting new project in support of our friends at 2k Australia - a seriously talented bunch of dingo-eating, 'roo boxing devs of highest calibre. 2010 is shaping up quite nicely.

November 1st, 2009: Back in 2007 and 2008, I was honored to be Lead Vfx Artist on Gearbox's Borderlands through Liquid Development who provided a wide range of outsourcing services for the game. After a total art overhaul that gives Borderlands its distinctive style, I was pleased to see that most of the effects that the team and I created were retained in the finished game. My personal contribution includes the majority of the grenade explosions, many of the vehicle explosions, and various environmental and creature effects. It was a fantastic experience to work with the talented team at Gearbox on this unique title that is a blast to play - especially with friends in co-op mode.

July 24th, 2009: 2K Marin released this 9 minute walkthrough of Bioshock 2 a few weeks ago. While the game and effects have evolved quite a bit since this video was captured, check out this HD video from GameTrailers to see how things are shaping up.

Bioshock 2

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

MORE ART COMING ONLINE >

My portfolio/reel is getting to be a bit out of date. I'm hoping to find some time to capture my Borderlands and Bioshock 2 stuff in the next few weeks. In the mean time, here is my first next- gen test asset: rad counter. More samples below.

CURRENT PROJECTS >

Bioshock 2 DLC: singular vfx artist
Developer: 2K Marin

XCOM: vfx artist
Developer: 2K Marin (Australia Studio)

PAST PROJECTS >
Bioshock 2Bioshock 2 :VFX artist (all player, ai, weapon, and plasmid effects, approximately 60% of environment / cut scene effects)
Developer: 2K Marin, 2K Australia, 2K China, Digital Extremes

BorderlandsBorderlands : art manager, lead VFX artist (Liquid Development)
Developer: Gearbox Software

Killzone 2 : 3d artist (Liquid Development)
Developer: Guerilla Games

Fable 2 : 3d artist, assistant art manager (Liquid Development)
Developer: Lionhead Studios

Rockband 2 : 3d artist (Liquid Development)
Developer: Harmonix

Condemned 2: Bloodshot : 3d artist (Liquid Development)
Developer: Monolith Productions

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

Freaky Creatures : art manager (Environments, Weapons, Costumes), 3d artist (Liquid Development)
Developer: Abandon Interactive

Merchants of Brooklin : 3d artist (Liquid Development)
* CryEngine 2
Developer: Paleo Entertainment

NDA WW1 shooter: art manager, lead VFX artist (Liquid Development)
* Cancelled

TOOLBOX >

Applications
Autodesk 3D Studio Max
Autodesk Mudbox
Autodesk Maya
Autodesk Softimage
Adobe Photoshop
Adobe Premiere

Adobe Illustrator
ZBrush
Maxon BodyPaint 3.0

Engines
Unreal Engine
CryEngine
Milo
Gambrio


PROFESSIONAL GAME ART SAMPLES >

Fable 2
Developer: Lionhead Studios
Role: 3d Artist, Assistant Art Manager
Personal 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
Personal Contribution: Fender Jazz Basses - 4 unique models, 44+ texture variations, 2 Amp models

Instruments

Insturments

Instruments

Screenshot

Screenshot
Killzone 2
Developer: Guerilla Games
Personal 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
Personal Contribution: Thompson submachine gun textures

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

Melee Weapon

Melee Weapon
Aliens: Colonial Marines
Developer: Gearbox Software
Role: 3d artist, assistant art manager
Personal Contribution: Colony Debris, Hadley's Hope sign

Model

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

Building Textures

OLD SCHOOL CGI / GAME ART SAMPLES >

OLD SCHOOL GAME PROJECTS / TESTS


Piggyland

Candyland

Environment Test

FX Test

FX Test
Digital Sculpting

Character

Character

Character

Character
 
CGI

CGI

CGI

CGI

CGI

CGI
ILLUSTRATION

Sketches

Illustration

Illustration

Illustration

Illustration

© 2010 Airship Creative LLC. All rights reserved.