Cadenza Interactive - Creative Lead, Environmental Artist
An action based turret defense game with actively-controlled orbital support featuring a full campaign & multiplayer.
September 2009 - Launch March 15th, 2010 on Steam, Gamestop/Impulse & XBLIG
Dream Build Play Finalist - Microsoft XNA Challenge 2009
www.SolSurvivorGame.com
Dream Build Play Finalist - Microsoft XNA Challenge 2009
www.SolSurvivorGame.com
World Building and Level Design Responsibilities
Ultimately the visual presentation of every level and asset was my responsibility prior to release.
- Designed & implemented level designs for both the campaign and multiplayer (~40) levels.
- Performed art passes by adding props, terrain sculpting, texture painting, and added lights and particles.
- Created and adjusted player turret building boundaries
- Setup team building regions/territories for all Co-Op & Versus multiplayer maps.
Artwork Responsibilities
Environment Artwork
- Creative lead and primary asset developer
- Tasked with modeling/texturing the arsenal of turrets (~20), the enemy units (~20)
- Developed all the level props and textures for four different environments (desert, tundra, moon, volcanic).
- Developed all the rigging and animation for the turrets and the enemy units.
- Assisted developing the Cadenza Interactive content pipeline.
- Responsible for the basic particle system effects and their optimization used throughout Sol Survivor.
- Developed all the UI and menu elements, achievements, icons, branding, promotional and marketing
- Created Steam storefront assets and Steam Trading Cards.
- Collaborated with Cadenza Interactive's contracted concept artists to ensure a cohesive presentation.