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    Character Artist / 3D Artist The Sims 3: Pets For The Sims: Pets, I served on both the pre-production and production teams - At both Electronic… Read More
    Character Artist / 3D Artist The Sims 3: Pets For The Sims: Pets, I served on both the pre-production and production teams - At both Electronic Arts (Redwood City, CA) for the PC version and Edge of Reality (Austin, TX) for the console versions. Starting at EA on pre-production, I worked with a very small team to create the prototypes that would be the basis for all the production work that was to come later. I adopted the CG puppies and kittens. Using existing adult animal meshes, I modeled the pups and kittens. I then went on to create the blendshape expressions that would be used by animation and also the various shapes that would be used to make specific breeds in the "Create-A-Pet" room. The shapes used to create breed were bone poses, so this also involved a hefty amount of weighting and tweaking. Finally, I worked on creating a few fur blend shapes that would be used to fuel the fur technology of The Sims: Pets. After production launched, I moved to Austin, TX (My hometown). There I continued creating production assets like collars, animal patterns and pelts - all to give the players more customization over their new digital best friends. Having spent a lot of time in pre-production with the new Sims: Pets technology, I was also able to assist the console teams with the custom tools and methods for creating these little critters. Read Less
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Character Artist / 3D Artist
 
For  The Sims: Pets, I served on both the pre-production and production teams - At both Electronic Arts (Redwood City, CA) for the PC version and Edge of Reality (Austin, TX) for the console versions.
 
Starting at EA on pre-production, I worked with a very small team to create the prototypes that would be the basis for all the production work that was to come later.  I adopted the CG puppies and kittens. Using existing adult animal meshes, I modeled the pups and kittens.  I then went on to create the blendshape expressions that would be used by animation and also the various shapes that would be used to make specific breeds in the "Create-A-Pet" room. The shapes used to create breed were bone poses, so this also involved a hefty amount of weighting and tweaking.
 
Finally, I worked on creating a few fur blend shapes that would be used to fuel the fur technology of The Sims: Pets.
After production launched, I moved to Austin, TX (My hometown).  There I continued creating production assets like collars, animal patterns and pelts - all to give the players more customization over their new digital best friends.
 
Having spent a lot of time in pre-production with the new Sims: Pets technology, I was also able to assist the console teams with the custom tools and methods for creating these little critters.