I worked on the game, “BRIG”, with a team of two artists, one animator, two programmers, and seven level designers. My tasks were to create a variety of environmental assets and key assets. Since the game is set in a sci-fi prison ship, I wanted to create assets that both fit into the world as well as felt like they could really work – form following function. With the exception of the Herder (which a 2D concept was created by one of the other artists), I conceptualized all of my assets in 3DS Max. I used my years of experience as a helicopter mechanic to create convincing mechanical and electronic props to help bring the ship to life.
Software: 3DS Max 2012, ZBrush 4R2, Photoshop CS5, Unreal Development Kit
Completed: November 17, 2011