- Created game models and textures for cover and other assets.
- Authored and maintained alien architecture master material used for all alien assets.
- Produced models, textures and shaders for each state.
- Shaders for vertex paint application of goo to human props and alien architecture.
- Creation of dynamic ground decals.
- Created initial "burn" aesthetic, finalized by Aaron Heuser.
- Worked with Ewan Croft on world position glow shader FX.
- Worked with programmers and implemented archetypes for cover to be functional with markup.
- Glass; regular, fracturable, bullet-proof, and breakable objects.
- Realtime Reflections; art side implementation on water, glass and misc. specialized applications.
- Alien monitors and glass.
- Redoing textures for all alien weapons to unify their aesthetic.
- Created Heavy plasma pistol and Blaster Launcher.
-Polish work on all other weapons.
- Player customization for Carter and agents.
- Randomized head attachment setup and color variation for sleepwalkers and background NPCs.
- Randomized color variation for static mesh corpses placed in level, color is derived from a palette swatch, offset based on world location.
- Authored and maintained tree and foliage master materials.
- Texture creation and color variation of foliage using gradient mapping.
- Grass (Multiple LOD, Explicit normals, shader based color variation, fake anistropic highlights).
- Matcap bounce lighting and world positions offset wind.
- Created alien terraforming prototype materials and decoration.
- Bowling alley layout.
- Paintovers and reference sheets for modelled greyblock props.
- Modelling of low poly proxy assets.
- High poly asset renders, painted over and paired with other images to create reference sheets.
- Description sheets and model specifications.
XCOM began development in tandem with Bioshock 2’s DLC. The project began with rapid location layout, reference gathering and outsource specifications for grey-block models. The game evolved from a first person investigation game into a third person tactical game and was renamed as The Bureau. Associated work changed as well with the more tactical focus of the game many locations were handed over to be reworked and polished to fit the new gameplay paradigm.
During full production, responsibilities included environment and character work as well as working with the FX/Tech teams for specialized shading solutions and managing the master material library. We notably evaluated and switched from Unreal 3’s lightmass to Geomeric’s Enlighten dynamic global illumination system and rolled the new system out to the team.
The last year of development was spent working remotely for 2K Marin from the Firaxis offices in Baltimore, MD. Although not working with the Firaxis team directly I benefited greatly from their inspiring working culture as they worked to deliver XCOM: Enemy Unknown.
The Bureau:Xcom Declassified is a third person tactical shooter video game developed by 2K Marin for PC, PS3, and Xbox 360. Originally created as a spiritual successor to the original XCOM franchise it grew into its own brand. It was released August 2013.
Master Materials - Management of game's primary shading materials.
Prototyping - Developing material solutions for multiple departments.
Tech Evaluation - Researching/prototyping new tech with programmers, most notably Enlighten GI lighting.
Problemsolving - Aiding Modelers and Level Architects in art implementation.
Outsource - Creating reference sheets and specifications.