SimCity 2013
In- game screenshot of low density, mid- wealth residential buildings. I built these models to provide the art team with geometry and texturing benchmarks

In- game screenshot of low density, mid- wealth residential buildings. I built these models to provide the art team with geometry and texturing benchmarks

In- game screenshot of mid- wealth city

In- game screenshot of mid- wealth city

In- game screenshot of a low/ mid wealth residential and commercial area

In- game screenshot of a low/ mid wealth residential and commercial area

In- game screenshot of a high- wealth residential area

In- game screenshot of a high- wealth residential area

In- game screenshot of a low- density, low- wealth, industrial buildings

In- game screenshot of a low- density, low- wealth, industrial buildings

In- game screenshot of a low/ mid- density, high- wealth, industrial buildings

In- game screenshot of a low/ mid- density, high- wealth, industrial buildings

In- game screenshot of the Parisian City DLC buildings

In- game screenshot of the Parisian City DLC buildings

In- game screenshot of the British City DLC buildings

In- game screenshot of the British City DLC buildings

Buildings were textured using a procedural system which utilized a shader that could overlay 2 UV regions from a single atlas. Each UV tile could be spread apart with an offset to get the proper spacing between windows and other detail elements

Buildings were textured using a procedural system which utilized a shader that could overlay 2 UV regions from a single atlas. Each UV tile could be spread apart with an offset to get the proper spacing between windows and other detail elements

SimCity 2013

I art directed, defined the visual language, and oversaw the design, 3D modeling, and implementation of all the "RCI" (Residential, Commerical, Industrial) buildings for SimCity 2013 (PC). This effort encompassed over 900 unique building models and the ground textures and props around them. I worked with the very talented Frances Ngai for the internal concepts and Sperasoft in Russia for all the other concepts (note none were painted by me). 3D modeling, set dressing, and lighting was done by myself, Luke Napper, Donna Bennett, Cristian St. Aubyn, Sherry Hsieh, Zheng Wang, and a huge group of artists at OF3D.