All work
inFAMOUS
Sucker Punch Productions, Bellevue, WA. September 2010–February 2013.
- 3D environment artist
- 3D generalist
Vehicles, props and environments for Second Son on PS4. Gameplay, cinematic and user-generated-content assets for inFAMOUS 2.
inFAMOUS: Second Son
Sucker Punch, PS4, 2014
- Vehicles
- Most of the game's vehicles
- Shader R&D
- Modeling workflow and texture-set planning
- Gameplay rigging
- Props. Modular prop sets for Seattle.
Vehicles
Engine and parts kit
- Parts shared across the vehicles
Texture sheets
- Tiling texture sets with their normal maps
Props
D.U.P. fences
- Modular fence panels with D.U.P. graphics
- Fence generator
Checkpoints
- Pedestrian checkpoint with gates
- Vehicle checkpoint booth
Lighting
- Light rig
- Panning and reflector spotlights
- Strobe light
Towers and scaffolding
- Modular towers and platforms
Street props
- Mailbox, newspaper boxes, dumpster
- Gas meters, security camera, barriers
- Generator and crates
inFAMOUS 2 and Festival of Blood
Sucker Punch, PS3, 2011
- Assets
- Gameplay, cinematic and user-generated-content props
- Tiling textures with unique decals
- ZBrush sculpting
- User-generated content. Rigging and scripting support.
- Cutscenes. Environments for motion-capture cutscenes.
Props
Blast core and blast shard
- Blast core in many in-game cinematics
- Blast shards across New Marais
- ZBrush sculpting
Conduit container
- In Bertrand’s warehouse, shipping pre-made soldiers
Nuke
- Original model by John Germann
Mortar
- Militia gameplay asset for set pieces
Oil well and cap
- Mission asset
- Well cap modeled by John Germann
Prison cars
- Militia parade mission
- Second car converted into militia transport
Ray Field Inhibitor
- Key prop in motion-capture cutscenes and character set pieces
RFI generator
- Gameplay and motion-capture cutscenes
Sci-fi props
- Gameplay and motion-capture cutscenes
Power transfer device
- Motion-capture cutscenes
- Transfers superpowers
Exploding trolley
- Trolley modeled and textured by Isaiah Sherman
Turret
- Player turret, in game and in cutscenes
- Base model by John Hall
Other props
- Gameplay, mission and cutscene props
Environments
Sacrificial altar
- Built by New Marais natives to appease the swamp monsters
Boxcar
- Environment for motion-capture cutscenes
Crashed helicopter
- Environment for motion-capture cutscenes
Dr. Wolfe’s lab
- His destroyed lab, for motion-capture cutscenes
- Additional debris by Jeff Lester
Zeke’s rooftop
- Zeke’s hideout, in gameplay and cutscenes
- Additional dressing by Jamie Burton
- ZBrush sculpting