Client: Microsoft | Filter:Talent
Software: 3DS Max, Photoshop
Circa: 2002|2003
Details
This project was perhaps one of my favorite projects to work on, as the team was made up of the most fascinating talent Microsoft had in their company.
The idea of the project had originally started as a 3/4 view game that used pre-rendered sprites and animations typically found in RPG games at that time, circa Diablo.
There were no limitations on poly count or texture budget for a game like this…we just had to make it look pretty from a 3/4 bird-eye view. I knew at the time of development that games were moving more and more towards real-time graphics and only had to wait a few months before the team had changed directions in making it a real-time 3D game.
We had to scrap a majority of the artwork and graphics engine, but being that we were a team made of highly experienced talent, we were able to have a working level within a months time.
In addition to modeling and texturing props and architecture for the environment and pickup items, I was also responsible for the user interface during the initial concepting stage.
Later on in the project we brought on one of the most sought after art director and concept artists in the industry, Daniel Dociu. I consider myself truly fortunate to have been taught techniques by one of the great digital masters.






