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Level Art & Design

On BioShock Infinite and the Burial at Sea DLCs I designed initial layouts and blocked-out levels with tactical space and combat in mind, crafted strong compositions and reveals for the player while iterating with combat designers and the narrative team, created environmental storytelling that strengthened the narrative, implemented the lighting and atmosphere, and polishing level art to final.  At the end of each project I managed performance.  Every level is a collaboration between all disciplines.

 

BioShock Infinite (2013)

Polish, lighting,  atmosphere.

Block-out, polish, lighting, atmosphere.

Block-out, polish, lighting, atmosphere.

Block-out, polish, lighting, atmosphere.

Block-out, polish, lighting, atmosphere.

Built entirely from block-out to final polish.

Built entirely from block-out to final polish.

Block-out, polish, lighting, atmosphere.

Block-out, polish, lighting, atmosphere.

Polish, environmental storytelling, lighting, atmosphere.

Final polish, lighting, atmosphere.

Final polish, lighting, atmosphere.

Final polish, lighting, atmosphere.

Final polish, lighting, atmosphere

Final polish, environmental storytelling, lighting, atmosphere.

 

BioShock Infinite: Burial at Sea - Episode 1 (2013)

Final polish, environmental storytelling, lighting,  atmosphere.

Final polish, environmental storytelling, lighting,  atmosphere.

Final polish, environmental storytelling, lighting,  atmosphere. 

Built entirely from block-out to final polish.

Final polish, environmental storytelling, lighting,  atmosphere.

Final polish, environmental storytelling, lighting,  atmosphere.

Built entirely from block-out to final polish.

Built entirely from block-out to final polish.

Final polish, environmental storytelling, lighting,  atmosphere.

Final polish, environmental storytelling, lighting,  atmosphere.

 

BioShock Infinite - E3 Demo (2011)

I worked on the second half of the E3 2011 demo on the Postal Square Skyline Arena.  Block-out to final polish.