C T's profile

24: The Game and other Sony things

I started working on  as an intern, and continued working on it for the next 2.5 years as part of a core two-person team. I also got to fly around Europe doing press presentations on the character workflow/technology we were using. The most commonly-asked questions: 'you're a girl in video games, what's that like?' and 'so you scan the person into the computer, right?'

anyway, as you all know, the reality is quite a bit less glamorous and we handstitched and painted all the textures and models in a Cambridge sweatshop. :D

These are all pretty low-poly since they were built for PS2 -- about 3000 verts for the cutscene chars and 1500 for the higher priority in-game models. 800 for the lesser models and grunt #34039873587, and 300 for pedestrians and cage monkeys and so forth... just diff and spec.

I am in the game somewhere, but blink and you'll miss me, 'cause I get squashed by a falling pillar.
Disclaimer: In recent years, Zachary Quinto has become a little thinner about the face than he appears here. Rendered by our render specialist Jason Riley.
Quote from my ex-colleague: 'I hate him already.'

Suit model by Rob H.
low poly pedestrian that rendered surprisingly well.
based on an ex-colleague's uncle. Pants and boots from our game swappable parts library by my lead at the time, Rob H.
and.. some other stuff.
Home (PS3 avatar system stuff). built the meshes (and most of the base texture for the body) -- hair was temporary. Although the body and face were later updated when they revamped the system, i think the rest of the parts are still in the game, albeit with colour swappable/tweakable textures etc... so a lot of the detail got lost.
built a bunch of other bits of clothing too, but lost them somewhere on my old computer.
this was for a swinging ball level that was actually really fun to play. 

er we had some really interesting brainstorming sessions on the EyeToy PS3 concept team. you should see some of the other things I made... eyedestroying colours. and the idea was to show off the power of the PS3 so of course everything begged to be made of incandescent glass... anyway the project got canned.

painter
it was fun, though
stuff i painted for quick cover concepts during my internship in 2003.
24: The Game and other Sony things
Published:

24: The Game and other Sony things

24: The Game

Published: