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    Character Artist For this project I was brought on board to work closely with the art director and technical art leads to design a new skin shad… Read More
    Character Artist For this project I was brought on board to work closely with the art director and technical art leads to design a new skin shader and generally bring The Sims to a higher level and to match the new style that was his vision for The Sims: Medieval. I assisted in created an updated lighting rig for the Create-A-Sim room (lighting and skin shader development really go hand-in-hand). And again, I worked with the AD and lead tech artists to create a new system for changing character ethnicity and age. I then went on to create the skin textures to represent various ethnicities. I modeled and textured the male, female, and child default faces as well as helped to integrate those new faces into existing Sims pipeline. I was also tasked with R&D to define a new style and strategy for building character hair assets and worked closely with the concept artists and Art Director to achieve a balance between his vision and our technical limitations. I then documented this new methodology for our internal team and outsourcing lead. In addition to the above, I was able to sneak in a few of the creepy characters I'm fond of churning out. These were the NPC characters the Angel of Death and the Creature of Doom (aka Pit Monster). Heartwarming, I know. My good friend and co-worker Nadia Mogilev did the concept for the Angel of Death (As well as a huge chunk of the character concepts for the game along with another good friend Aurora Jimenez). They were both instrumental in helping to come up with hair concepts that would work for our style and limitations. For the EA costume party during Halloween, another Sims developer even hand-made the entire outfit from scratch and took the top prize. Good times. Really fun project to work on. Read Less
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For this project I was brought on board to work closely with the art director and technical art leads to design a new skin shader and generally bring The Sims to a higher level and to match the new style that was his vision for The Sims: Medieval.
 
I assisted in created an updated lighting rig for the Create-A-Sim room (lighting and skin shader development really go hand-in-hand). And again, I worked with the AD and lead tech artists to create a new system for changing character ethnicity and age. I then went on to create the skin textures to represent various ethnicities.
I modeled and textured the male, female, and child default faces as well as helped to integrate those new faces into existing Sims pipeline.
 
I was also tasked with R&D to define a new style and strategy for building character hair assets and worked closely with the concept artists and Art Director to achieve a balance between his vision and our technical limitations.  I then documented this new methodology for our internal team and outsourcing lead.
 
In addition to the above, I was able to sneak in a few of the creepy characters I'm fond of churning out. These were the NPC characters the Angel of Death and the Creature of Doom (aka Pit Monster). Heartwarming, I know.  My good friend and co-worker Nadia Mogilev did the concept for the Angel of Death (As well as a huge chunk of the character concepts for the game along with another good friend Aurora Jimenez). They were both instrumental in helping to come up with hair concepts that would work for our style and limitations.
 
For the EA costume party during Halloween, another Sims developer even hand-made the entire outfit from scratch and took the top prize.  Good times. Really fun project to work on.