Al Cielo takes place in Zacatecas, Mexico, and portrays a kid's fantasy of building a spaceship. Our narrative's culture and youthful idealism is pervasive throughout the aesthetic of our game world.Â
I created the architecture and most of the architectural materials, whimsical and radiant object shaders, a simple Blender-to-Unreal instanced material system for our artists, dozens of interactables, and the lighting, among other things.
Categories: Game World, VR
Tools: 3ds Max, Blender, Substance Painter, Unreal Engine 4
My rigged, game-ready portrayal of a GLOCK 17 in a carbine configuration. I wanted to take something boring and give it some flair. Photographic references were used in the process of creating geometry and PBR materials. I made a library of base materials in accordance with differently-lit photographs, which I then modified for various material compositions: polymer, polymer-metal, metal, and metallic paint.Â
I gained a lot of insightful information from Valve's skin-making talk, which I then factored into my generative design: erosion on contact surfaces, AO and curvature-related highlights, realistic patina, and gravity-affected spray paint.
Categories: Model, Material, Hard-Surface, Weapon
Tools: Blender, Substance Painter
Fusca is a card game which bilingually portrays the violence in Tijuana, Mexico: my hometown. I modelled every mesh in 3ds Max, painted them in Substance, rendered them in a UE4 scene or in Substance, and brought them into Illustrator to create the card decks. I then created a physical prototype. For the UE4 scene I designed multiple types of projected text Blueprints, both for the purpose of detailing the cityscape and to articulate the card's subject matter.
Categories: Game World, Card Deck
Tools: 3ds Max, Substance Painter, Unreal Engine 4, Adobe Illustrator
My rendition of a CMMG MK47 rifle. Creative license was taken to various aspects of the gun, but photographic references were used in the process of creating the geometry and materials for the weapon. The gun's colorway and silhouette were inspired by Rainbow Six: Siege.
Categories: Model, Material, Hard-Surface, Weapon
Tools: 3ds Max, Substance Painter
The player's ship in VAST. I wanted to make something ugly, viable in zero gravity, and built for combat-induced turbulence: I ended up with a tubular, rubber-padded structure made of cheap-looking materials. The padded panels can be lifted to reveal the ship's storage and smuggling compartments, which was utilized in our inventory screen.
Categories: Vehicle
Tools: 3ds Max, Substance Painter, Unreal Engine 4
In Fusca, people are represented by their most precious things. This is the model used for Xochi's Persona Card, a little red film camera. It is based on a Canon P Rangefinder.
Categories: Model, Material, Hard-Surface, Object
Tools: 3ds Max, Substance Painter
In Fusca, people are represented by their most precious things. This is the model used for Rodolfo's Persona Card, his suit cufflinks. These were modeled after my grandfather's actual cufflinks, and I used them as a physical reference in making this model.
Categories: Model, Material, Hard-Surface, Object
Tools: 3ds Max, Substance Painter
A CS:GO "demolition" map. Portrays a futuristic, busy city intersection. It is adjacent to a dam and underneath an overpass. The T's must destroy either the dam or the overpass-supporting center building. The CT's must stop them at all costs.
Categories: Map
Tools: Source SDK
A CS:GO "demolition" map. Portrays a massive facility with wide lines of sight and intense choke points. The T's must destroy either a radar tower (site A) or a vault filled with blood money (site B). The CT's must stop them at all costs.
Categories: Map
Tools: Source SDK
School Zones, Whose Homes is a card game which portrays zoning-induced segregation. I modelled every mesh in 3ds Max, painted them in Substance, and imported them into a UE4 scene. I took various captures of this scene and brought them into Illustrator, where I produced the card decks. I also created a physical prototype.
Categories: Game World, Card Deck
Tools: 3ds Max, Substance Painter, Unreal Engine 4, Adobe Illustrator