Son of Carthage2015: A pitch for an open world 3rd person action game set during the Second Punic War.2015.
Son of Carthage2015: A historically tweaked Roman Centurion whose design emphasizes readability through color and silhouette. It is easy to go overboard on detail that will be lost in a rich environment; for me, shapes, colors and layered depth are more important for game play than detail overkill.
Son of Carthage2015: A Celtic warrior, part of Hannibal's army. Specificity of historical details are more compelling than just generic "barbarian" visual cliches.
Son of Carthage2015: An iconic image that comes to mind is a Roman patrol stumbling upon the bigger than life elephants of Hannibal's forces.
Son of Carthage2015: A Phoneacian warrior. Typically any combatant in sandals are not very threatening, which is why I try to wrap their feet in leggings. This not only provides bulk, but also visual interest and a sense they aren't as vulnerable as their footwear portends.
Just Cause 3 DLC "Flying Fortress"2015: Early concept sketches for the mining drones. Rapid development suits quick sketches over detailed illustrations.
Just Cause 3 DLC "Flying Fortress"2015: Typically, for Sci-Fi to feel "believable", it's important to design forms that are inspired by existing and familiar shapes.
Just Cause 3 DLC "Flying Fortress"2015: Early concept of a mining drone. This is a visual evolution of the massive insect inspired Bavarium excavator in JC3. A straight forward visual analogy of a tick sucking blood from the earth.
Just Cause 3 DLC "Flying Fortress" 2015: Early concepts of the massive VTOL ship in the released DLC. Early versions were inspired by the Airlander designs combined with whale and catfish forms. I shifted to a catamaran design to save resources through mirroring/duplication.
Just Cause 32013; Production concept depicting Rico coming upon DiRavello's forces attacking a Mediterranean coastal town. I'd say this concept is a departure from the other concepts due to the muted colors.
Far Cry Factions2009: I've cannibalised concept art to suit new visions and purposes. Originally, this background was inspired by the craggy rocks of Africa's Chad. When we switched to South America, out with Chad and in with a Patagonian mountain range and a shift in color palette to boot!
Far Cry 32010: After seeing James Cameron's Avatar I quickly redid an island concept to include more fantastical elements such as more dramaticterrain, waterfalls and cloud shapes.
Far Cry Factions2009: One of my favorite concepts: a culmination of irony, game play mechanics and narrative tension among the ruins of an abandonment resort.
Far Cry Factions2009: Borrowing heavily from "Romancing the Stone", I loved the idea of abandoned airplane crash sites turned into makeshift safe-house.
Far Cry 32009: At one point, we were considering setting FC3 in a South American location. I melded the biomes of Peru, Brazil and Argentina to create a "perceived brand" of South America.
Far Cry Factions2009: An example of showcasing game play. Our every man hero uses his environment to conceal himself from the enemy, while he grips his iconic machete in one hand and walkie-talkie in the other.
Far Cry 32010: We were greatly includenced by J. J. Abram's "Lost". This is an early pre-production concept of an "underwater" excavation site.
Far Cry 32010 - Early pre-production concept of VTOL aircraft transporting mobile drilling platforms over the island.