WELCOME TO AIRSHIP CREATIVE

Welcome to Airship, my humble digital art shop providing FX, simulations, and dynamics for games and film. With extensive experience developing production art, art pipelines, and procedural content, I'm happy to contribute to your project as a virtual teammate delivering high quality digital art and procedural content through vision, collaboration, innovation, and hard work.

 

If you would like to discuss a project, you can contact me at: ewan@airshipcreative.com

 

By leveraging the strengths of tools such as Houdini, I specialize in the creation of complex technical art assets such as large scale destruction events and procedural content including:

 

· Real-time & Pre-rendered VFX

· Pyro, Smoke, & Fluid Simulations

· Rigid & Soft Body Dynamics

· Procedural Content (via Houdini Engine for Unreal, Unity, or proprietary game engines)

 

THANK YOU SIDEFX

Honored to have been invited to speak at the SideFX booth at GDC 2017, and to have work featured in the Houdini Game and VR Reel.

 

 

MAFIA 3 DLC RELEASED

The reaction to all 3 Mafia 3 DLC has been amazing. Really proud to have been part of the incredible 2K Games / Hangar 13 Games team.

 

BOMB RUN

Wedge cached a few explosion variants and set up a rig to instantiate blasts, shockwaves, and bombs based upon a spline or scattered points.

RECENTLY...

UFO Engine Wash Sunday project on a Surface Pro 3

 

 

FLIP R&D

Working on getting complex geometry such as meshed fluids into our game engine using  vertex shaders.

 

EAZY-GROW VINE MACHINE

Tool to create art directable, animated growing vines that respond to wall geometry (normals) to avoid vines growing into walls.

 

 

ADVECTING BUBBLES IN GOO

Ben at Ben Watts Design has some great tutorials that he's put together for the Houdini community including this one. Great work Ben and thank you!

 

 

STYLIZED SMOKE

Advecting points through a simple, relatively low-res pyro simulation generates a delicate and stylized smoke. This is from a tutorial by Alessandro Pepe who has some incredible R&D that he shares on his site. Thank you Pepe!

 

 

OLDIE BUT GOODIE: THE ORION GENE

I had a blast working on The Orion Gene short film for the Kino Kabaret de Montreal film festival with my friend Jesse Malcolm Sweet which we had 72 hours to complete. I did the ruins at the pond digital matte, muzzle flash, and iris replacement on the creature.

 

 

PROCEDURAL CONTENT: ROAD TOOL

Generating a road from a spline to which the terrain and procedural ecosystem adapts. The output data includes AI meta-data to control the traffic flow.

 

 

Mafia 3

Technical Art Director

Hangar 13 Games

Bioshock 2
Primary FX Artist

2K Marin

Bioshock 2 DLC: Minverva's Den
Lead FX Artist

2K Marin

The Bureau

Lead FX Artist

2K Marin

Borderlands

Lead FX Artist (Liquid Development)

Gearbox

Damnation

Lead FX Artist (Liquid Development)

Blue Omega

Aliens Colonial Marines

3D Artist (Liquid Development)

Gearbox

Condemned 2: Bloodshot

3D Artist (Liquid Development)

Gearbox

Merchants of Brooklyn

3D Artist (Liquid Development)

Paleo Entertainment

Brothers In Arms: Hell's Highway

Art Manager, 3D Artist (Liquid Development)

Gearbox

Kinect Adventures!

FX Artist (Liquid Development)

Good Science Studio

Killzone 2

3D Artist (Liquid Development)

Guerilla Games

Fable 2

3D Artist, Assistant Art Manager (Liquid Development)

Lionhead

Rock Band

3D Artist (Liquid Development)

Harmonix

© Airship Creative 2017