2009    - PS3, 360, PC -    WarMachine : Juggernaught Player Character
Low Model, & Textures by Jeremiah Washburn, Diffuse Textures by Harlan Galer
High Model & Textures by Harlan Galer

Rig and Animation by Nathan Bolt
Additional Export Scripts by Mike Daily
Production and Sound Design by Adam Creighton

Tools: Gamebryo 3.0 beta, 3dsMax 9, & Photoshop CS3

Project: GDC2009 Demo and development of LightSpeed Editor / Client: Emergent technologies
WarMachine IP Provided by Privateer Press

- In Engine Shots -
Juggernaut three quarter view
Juggernaut Back view

- Model Shot &  In Engine Shot -



2009    - PS3, 360, Wii, PC -    WarMachine : Mangled Metal Game Prototype
Levels and Level setup (Triggers, waypoint set up for enemies, etc) by Jeremiah Washburn
Level Textures, Prop and Speedtree work by Jeremiah Washburn
Additional props By Nathan Bolt
Programming by Doug Walker, Mike Daily, Travis Jones, David Hinson

Tools: Beta LightSpeed, 3dsMax 9, & Photoshop CS3
Project: GDC2009 Demo and development of LightSpeed Editor, Tech. test of Apex ( Nvidia tech.) / Client: Emergent technologies
WarMachine IP Provided by Privateer Press
- In Game Screen Shots -









- Gamebryo Lightspeeds level editor -



- In Game footage of WarMachine: Mangled Metal Game Prototype -



2008      -WarMachine : Art Direction and Technical management of CryX Enemy force.
(Additional help on Contracts, etc. provided by the Producer; Adam Creighton.)

Negotiated with Privateer Press and obtained original concepts sketches and lead figurines.
Contracted model and animation work out to S.I.D. 

Managed that relationship while simulationsly contracting out the Ragdolls to an Nvidia studio in Shanghai China.

Finished technical work; set up materials, animation sequences, and all export procedures needed for 4 different platforms.
Project: GDC2009 Demo and development of LightSpeed Editor, Tech. test of Apex ( Nvidia tech.) / Client: Emergent technologies
WarMachine IP Provided by Privateer Press
-Model Shots-


[ Portfolio Index ]