Halo 5 Guardians Pt. 5: Cinematics

Part 2: Cinematics

For the last few months at 343, I worked with the Cinematics team.

Here are some WIP and in game shots of the cinematics I worked on.

Guardian Room:

This is the scene that I’ve worked on the longest – I worked on it on and off for most of my time at 343, starting from the mass out phase. I worked with the level leads Chiyo Lai and Justin Dinges on the initial look dev of the rock walls. I worked with cinematic environment art lead BJ Christian on the look dev of the lava, rock shader for the walls, and the forerunner pieces – the tunnel and the platforms. Both the tunnel and the platforms were created by kitbashing existing Forerunner assets. I set decorated the room with rocks from the Meridian campaign level – including the two rocks I made in the previous post.
Lighting for this scene was done by Tony Etienne, and animation was done by Greg Towner and Mark Champigny. Concept art by Dave Bolton and Justin Oaksford.

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Arbiter Tent Scene:

I sculpted the sand on top of the floor and created the shader by combining existing dirt/sand textures. I worked with cinematic environment art lead BJ Christian on the look dev of the dirt.
Lighting for this scene was done by Tony Etienne and animation by Danny Shin.

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Halsey Captured:

For this scene, I worked on the snowdrifts on the Forerunner platforms. I sculpted the snow and created the shader with the same method I used for the dirt on the Arbiter Tent scene and the rock in the Guardian Room.  I worked with BJ Christian and lighting artist Josh Marvel on look dev of the snow shader.  Forerunner platform look dev was done by Realm Lovejoy.
Lighting for this scene was done by Josh Marvel and animation by Greg Towner.

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Blue Team’s Arrival:

These asteroids were originally sculpted for the previous game by John Flath. I increased the resolution of the asteroid sculpts to match current gen standards by adding more geo, rebaking the normal maps, and creating a new shader with the proprietary terrain/detail shader, with help from Josh Marvel.
Lighting for this scene was done by Tony Etienne and animation by Matt Campbell. The Argent Moon station is the background is modeled by Wei Chen.

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Halo 5 Guardians Pt. 1: Campaign

I finally got the green light to post my Halo 5: Guardians stuff! I worked with the Campaign, Cinematics and Multiplayer teams on a variety of tasks. Working on the game has been an incredible and valuable experience. It was awesome seeing the game reach completion by these talented and hardworking people – hopefully I will get another opportunity to work with these guys again! Not to mention it feels like a dream come true to see your name listed in the credits and see something you worked on at E3!
I’ll be dividing this post into two parts: Campaign and Cinematics.

Part 1: Campaign

Tsunami elevator pad and interior

I modeled and textured the circular elevator pad and interior walls using the tiling textures made the Tsunami team.  I worked with the level lead Chiyo Lai on the look dev of the elevator pad and walls.
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Sangheili prop

This showed up (albeit really small) in an E3 screenshot! This was one of the few props I got to take from start to finish.  I worked on the high and low poly models and textured it as well. Concept by Glenn Israel.
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Sanghelios rock sculpts

High poly rock sculpts for Sanghelios. I worked with the level lead Nick Bell on the look dev of the rock and rockwall. Nathan Gregory worked on the proxy sculpt for the rock, which I then took to completion. I made the rockwall from scratch.
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Meridian rock sculpts

I worked on the high and low poly models and initial textures. Worked with level lead Chiyo Lai on look dev of the rock. These rocks were used as set decoration throughout the Meridian level. Further texture work done the by Meridian team.
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Lava elevator wall

I created the rock walls by kitbashing existing Forerunner assets and using existing tiling textures. Worked with leads Chiyo Lai and Justin Dinges on the look dev of the elevator walls.
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Stay tuned for Part 2!

Halo 5 Blue team opening cinematic

This past year I had the incredible opportunity to work at 343 Industries, with some of the most talented folks around on Halo 5: Guardians!

It has been my dream to work on a kick ass looking science fiction video game and now I can mark that off my checklist.

I got to help out the cinematics team during my last couple months at 343 Industries and one of the cinematics I worked on was just released! I was responsible for the look development of the asteroids.

A couple of attempts

I attended a Nathan Fowkes workshop earlier this month and learned alot. Inspired by Nathan Fowkes’ talk and his daily plein airs, I’ve been getting back to basics and doing daily studies.

1. Value/Composition

2. Volume/Perspective – how things turn in space

3. Color

4. Light/Atmosphere conditions & Material properties

5. Practical functions and designs of stuff

Rather than studying everything at once and getting overwhelmed, currently I’m doing studies just focused on value. I’ll continue them and eventually make my way down this list.

In the meantime, here’s a couple of attempts over this year and last year I did for fun and see if I forgot how to paint.

Gah need to get over this rusty art phase. A million more crappy pictures to go!

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Spaceship

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A spaceship I finished over the summer to learn more about hardsurface techniques. As usual, the biggest challenge was figuring out the rest of the ship’s shape and using proper reference to make it more grounded in reality. There’s a lot that I could’ve done better, but I’ve stared at it long enough and learned plenty from it. Concept by Sparth, Done in Maya and rendered in Keyshot.

Blue Beetle

Here’s a beetle that’s been sitting on my hard drive for a while that I finished up over the past weekend!
Concept by Matt Barrett.
Zbrush, Maya, Crazybump, Photoshop, Marmoset Toolbag

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Hipoly sculpt of the beetle:

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Daylight Stuff

Yay I’m now a veteran game artist, for I’ve shipped my first game as of today! Here are some assets I made for Daylight. The game is out on PS4 and Steam!

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Substrata

This is my submission for the Substrata artbook! It’s my first personal painting in aaages, hopefully there will be more to come.

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First video game job!

A year ago I quit my job in New York and decided to move out to Seattle on a whim to pursue a career in video games. It was a quite a gamble and I had no idea whether it would work out or not. It’s probably the most irresponsible but the best decision I ever made! I got to learn a lot of things and meet lots of wonderful artists and friends here in Seattle. I’m happy to say I got my first official video game job! I’ve been busy working at Zombie Games as an environment artist on Daylight and another unannounced title these past two months.

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Space Buggy

Here are some screenshots of the finished space buggy in Cryengine. The vehicle was modeled in max, unwrapped in Maya, and the textures were made in Photoshop/Crazybump/xNormal. I looked at off road buggies, Jeep Wranglers and armored vehicles for reference. I’ve learned quite a bit about cars along the way!

3dsmax, Maya, xNormal, Crazybump, Topogun, Photoshop
Rendered in Cryengine 3
Modeled, textured, and lit by me.
Concept by Paul Richards.

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