Next Gen City Builder
I art directed, composed, dressed, and tuned the textures and materials of all the mid and foreground assets in this real- time visual target (running in the CRYENGINE). I modeled and textured 50% of the buildings in those areas

I art directed, composed, dressed, and tuned the textures and materials of all the mid and foreground assets in this real- time visual target (running in the CRYENGINE). I modeled and textured 50% of the buildings in those areas

This rendering was intended to show the graphics engineers the new graphics features we wanted in the engine. I composed, dressed, lit, and rendered this scene in Maya and did post work in Photoshop. Models were up-resed assets from SimCity 2013

This rendering was intended to show the graphics engineers the new graphics features we wanted in the engine. I composed, dressed, lit, and rendered this scene in Maya and did post work in Photoshop. Models were up-resed assets from SimCity 2013

Next Gen City Builder

These are 2 renders from a next- gen city builder that I worked on at MAXIS, Emeryville before the studio was closed in 2015.