|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
 |
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
 |
|
 |
|
|
|
 |
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This demo was created for Intrinsic Graphics, showcasing Mathengines render technology. It was first shown at the 2001 Game Developers Conference in San Francisco. The idea was to simulate a car chase through a full size city. The player would be driving a police car in pursuit of a getaway car dodging other cars and obstacles along the way. Characters were developed to walk the streets, city elements such as park benches, phone booths, bus stops, light poles, trees, gates, cones, construction equipment even fruit stands and garbage cans were created to populate this city. Residential buildings, commercial buildings, even corner stores, a shipyard and a park were created to convey the feeling of a complete city environment. Please click the images above to see many renders from this environment.
|
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Developed for the 2001 Game Developers Conference this Havok demo simulates the action of an off road vehicle. Havok needed a demo that incorporated a paved track, an off road area and an ice slick. Havok handled the vehicle the sound and all the programming. To download a working version of the demo please visit the Havok web site and download the "off road vehicle" demo, pc only.
|
|
|
|
|
|
 |
|
|
|
 |
|
|
|
 |
|
|
 |
|
 |
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Released in 1998 by Broderbund Software Legacy of Time was the 3rd iteration of the Journeyman Project series by Presto Studios. I was the art director and lead texture artist for the project. Click the images above to visit a page for each of the areas that I surfaced. Be sure to visit the Presto web site for more on Legacy of Time and other Presto titles including Myst III Exile.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
 |
 |
 |
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gundam 0079 The War for Earth was released by Bandai Digital Entertainment in 1997. Produced by Presto Studios I was the lead texture artist, did a bit of rotoscope work and designed several interfaces.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
 |
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
In 1994, I moved from my home in Phoenix, AZ to San Diego, CA to work at Presto Studios on the second iteration of The Journeyman Project; "Buried in Time". I joined the Presto team as a texture artist about 1/2 way through or 1 year into the project. EJ Dixon and I did all the texture work for BIT which was released in 1995 by Sanctuary Woods.
|
|
|
|
 |