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3D
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The Story Pouch
Todd Kesterson is a Professor of New Media at Oregon State University.  He is currently in production on his animated short film, The Story Pouch.  For independent study credit, I spent a term studying new media at Oregon State.  During that time I worked as an Artist on the film.StoryPouchLarge.htmlshapeimage_11_link_0
From the magical to the industrial I got a great deal of experience in organic and hard surface modeling from the project.  It was a great experience that helped provide me with the skill sets needed to create amazing environments with in a computer.
Story Pouch Web Sitehttp://storypouch.com/shapeimage_12_link_0
Telltale Studio
This is an environment I created for Telltale Games.  Part of an art test they wanted it to be completed within 3 days for evaluation and comparison purposes.  Adapting to the art style I was able to complete the test within the time frame allowed.  Telltale liked the environment so they hired me to come on board and work on their new game Tales of Monkey Island. http://www.telltalegames.com/shapeimage_14_link_0
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Bizarre Room
In 2005, Oregon based LAIKA Entertainment announced they where in production on a stop motion animation of Neil Gaiman’s novel Coraline.  After getting a sneak peak at some of the first concept art for the film, I was inspired to create a 3D environment imagined in the book.BizzareRoom.htmlshapeimage_17_link_0
Still Life
Images are made up of a variety of elements that create a visual language.  The way these elements interact with each other determine how the language is interpreted by the observer.  Light is one of these elements.  Time and mood are a few of the emotional responses that can be communicated with light.  To exploring these emotional responses I created a Still Life.  Light was the only element changed in each image.  The end results show how light changes as Magic Hours passes and night begins.  Composition, modeling, and texturing were completed first.  To give the scene life I used default Maya lights and shaders.  Lastly, I rendered each image with the Software Renderer.  StillLife.htmlshapeimage_18_link_0
Urban Basement
During the summer of 2006 I was asked to create a gritty basement for the Chicago based Electronic Arts studio.  I was given the photo below to use as a stating point. I was given creative freedom to make the environment my own as long as it was within 10,000 polygons.UrbanBasement.htmlshapeimage_21_link_0
Voodoo Donuts
For an art test, Idol Minds asked me to create a donut shop in a seedy part of town.  The art style pushed for color and subtle comedy over realism.  I was given a 10,000 Polygons and a 1K texture budget.  I was offered a job!  Accepting, I was one of the first developers on PAIN for the PlaysStation 3 Network.VoodooDonuts.htmlshapeimage_22_link_0
The Buildings of PAIN
Comical, interactive, and fun, are the word that best describe the buildings of PAIN.  As an Environment Artist on the downtown level of PAIN, I was responsible for creating a wide range of urban props and buildings for both the primary and secondary areas of play.  In order to focus the gameplay in a defined area and to add depth to the environment, a large outer city environment was constructed.  I was responsible for it’s creation.  To fit the city within memory, I had to use existing texture sets, and keep the poly count low.  The end result was an optimized environment that added depth, focus, and perspective, for the  downtown level.
Sky City
Occasionally I like to have movies playing in the background while I work.  Sky City is a result of having the Star Wars movies playing while I created this inspired environment.  In case your wondering, I’m a fan of Episodes 1, 2, and 3.Skycity.htmlshapeimage_26_link_0