FM2- Tokyo
I was the lead environment artist for the Tokyo track. I led a team to Japan to document, measure, and photograph the track for reference, then modeled and textured the terrain, roads, buildings, trees, and barricades and lit the track in 3DSMax.

I was the lead environment artist for the Tokyo track. I led a team to Japan to document, measure, and photograph the track for reference, then modeled and textured the terrain, roads, buildings, trees, and barricades and lit the track in 3DSMax.

FM2- Tokyo

I was the 3D Environment Lead on Forza Motorsport 2. This was an ambitious development cycle, requiring the team to simultaneously create content while the graphics engine, tools, and pipeline were being developed. I worked with RARE, leading the development of our 3DSMax content pipeline, and our graphics engineer to spec graphics features, while also creating several real- world and fictitious race tracks.

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