The Elder Scrolls Online: Gold Road
Gold Road was the fourth release I've had the pleasure of working on at ZOS. I was excited that I was able revisit some of the most beloved areas in Oblivion's West Weald. During LD I got to open up the SDK for Oblivion and pull apart some of the original zones for West Weald so that I could rebuild, in some cases, specific areas 1:1 while matching the design philosophies we currently achieve in game.
The Elder Scrolls Online: Necrom
My third release at ZOS "Necrom" was very fun to work on as we were able to really push the level design and world building boundaries to match that sort of "other worldly" experience you get while walking around in Apocrypha.
The Elder Scrolls Online: Fire Song
The Fire Song DLC is my second shipped DLC release while at Zenimax Online Studios. I was able to transition to level design at the beginning of production and back to world building after our level design scheduled ended. I've included level design papermaps and renders of work where I've completed world building for those respective areas.
The Elder Scrolls Online: High Isle
High Isle was the very first released DLC that I had the opportunity to work for Zenimax Online Studios on The Elder Scrolls Online. I joined the team later into production so I primarily worked on the wilderness areas of the main cluster of islands called Systres.
Icarus: Styx Expansion
Icarus: Styx Expansion is a map expansion for Icarus that also includes 23 new missions, and a plethora of new creatures for the players to encounter. This was the final shipped DLC I had the pleasure of working with RocketWerkz.
Icarus: First Cohort
I joined RocketWerkz to work on Icarus in at the tail end of 2019. I was put in charge of creating the world building pipeline for Icarus from start to finish. That included heightmap creation, working closely with concept and the 3D team on the environment and the tooling that was used by the world building team that I helped form and mentor.
Icarus: No Rescue (Trailer)
Icarus: No Rescue is a documentary style live action trailer I had the pleasure of working with our other world builders and technical artists at RocketWerkz. We got to work directly with the film production company "Fish n Clips" which was a brand new experience for me diving into the world of film. All renders posted are compositions and propping I directly worked on from storyboard to completion.
Path of Titans
Path of Titans was my first large scale MMO I shipped to Beta on it's very own platform. My primary responsibilities were the level design and creation of the heightmap. I worked with our technical artist on the look and feel of the different biomes of the map. All rendered shots are promotional pictures that were used for the crowdfunding campaign I helped organize, which was a huge success!
Smalland
Smalland was the very first game I was contracted to work on. I primarily worked with the creative director to work on the level design of the main world of the project. That included the initial heightmap creation inside world machine. I also handled a lot of the technical material work for some of the art assets of the environment.