Saturday, November 26, 2016

RIGS | Infinite Warfare

 WARFIGHTER

MERC

SYNAPTIC

FTL

PHANTOM

STRYKER

Some real-time in-engine captures of the RIG suits I had the honour of designing for Infinite Warfare multiplayer. The work done by the character team at Infinity Ward is amazing! It was a career highlight to have my designs realised to such a high level. Posing and lighting the assets in the model viewer and screen grabbing these images was something I was looking forward to doing from day one! Good fun.

Tuesday, November 22, 2016

CALL OF DUTY | INFINITE WARFARE

Call of Duty! This project has been my primary creative focus for the last couple of years, and it's been a great honour and a pleasure to have been involved with such a potent franchise. There's not much bigger than COD! The development studio for Infinite Warfare, Infinity Ward, has been my home since January and part of last year, and it's been a dream come true to live and work in Los Angeles. Ever since I was a kid, looking through art-of books of my favourite movies, LA has been the place I always wanted to be.

I had been working remotely, as a freelancer, on the IW project for a while, creating concepts like the C12 here, so it was a natural next step to join the team in house in sunny California. The project needed a dose of solid, believable, and badass science fiction flavour, and that's exactly what I love to do! The C12 was the first thing I designed for the project, and it turned out great. The brief was for a walking tank, an enemy robot with a threatening presence, bristling with armaments. I love the right hand appendage, a combination door breaching hammer and articulated claw. The arms are mounted on curved shoulder rails, so they can rotate around and track various targets. There is so much articulation in this guy, it really taxed the rigging department! Bone count be dammed! ha ha

This is the accompanying human sized enemy robot, the C6. A menacing eyeless axe shaped sensor head is mounted on a 360° degree swiveling pintle frame, so the head can target you from any angle. I imagined the player shoot one in the back, only to have the head spin 180° round and target you, the weapon following a split second behind, helped by the highly mobile shoulder and upper arm sections, allowing the robot to move in ways a human can't, and creating a unique adversary. The work done by the character department to model and texture these robots was insane. It was a true honour to have my concepts brought to life by such a talented team!

A couple of variations on the standard SDF enemy soldiers. The idea was to create an iconic look, something clearly a guy in a suit, but still dehumanised and threatening enough to make them clearly the badguys, and worthy of killing by the hundreds. I added some frames to the 'muzzle', similar to the mounts on a modern day soldiers helmet, that can have additional optics or emergency breathing apparatus attached, to create an aggressive look. The reinforced polymer face pieces have a variable opacity laminate, I imagined a scene where you see a soldier seal up his transparent mask, then the mask turns cloudy white from the bottom up, obscuring the face and turning the visage into an eyeless skull. These SDF soldiers live in their suits, and have multiple redundancy life support systems, with visible added connective cable and hoses, to create a unique inside-out look to contrast against the clean and slick suits of the Earth forces.

Ethan, or E3N, the buddy brobot you as the player have alongside for the game. This guy was fun to design, and I love how the head and upper arms worked out. My brother was the inspiration for this character, he's a big badass dude with the right friendly demeanor that I thought was perfect for this robot. I wanted Ethan to look and feel like someone who would have your back in battle, and be down for some extreme sports in down time. My bro is into motocross, so for the articulated pistons on Ethan's neck, I gave him gold cylinders to reflect the awesome looking forks you find on race bikes. Ethan's head is also a combination of elements from a motocross helmet, with articulated lens hood pieces from a camera lens, and the top hood piece forming a cap and visor peak shape.

Really happy with how his head was resolved. It's tough to come up with a unique and iconic robot head with the right character and ability to emote.

The final design for the UNSA SATO Marine helmets. With the hero Marines, I wanted to create a rugged and tough suit that paid homage to some classic Marine ideas. Mainly the thick armoured neck and arms. The thick neck was an attempt to create a different silhouette than the usual space suit form of thin neck/big helmet. I kept the helmet as slim and 'operator' as possible, while pumping up the neck, to create a unique look that feels badass, and harks to the leatherneck moniker of the Marines.


With the arms I wanted the suit to feel like the rolled-up-sleeves look that's popular with Marines, and seen in some classic movies like Aliens. The lower arm sections and neck utilise mechanical pressure to protect from the vacuum of space, while the rest of the outfit is a traditional gas pressure space suit. Taking inspiration from the latest concepts of future space suits from places like NASA, with their elasticated tight fitting sleeves and lines of non-extension, I created a rugged military look with a thick armoured feel and beefy grid like pattern.

I've loads more concepts to share in the future, so excited to show some of the other cool characters and weapons I was lucky enough to create for the project. Be sure to check out the game too, I'm playing through the final product now and it's rad, so cool to see my work realised to such a high level by a huge and talented team. Cheers!

Thursday, November 17, 2016

Thursday, September 15, 2016

Yoshida mech

I recently had a fantastic experience visiting London for the first time and presenting a talk at Industry Workshops 2016. The event was incredible! Fun, well run, in a great part of the city, and filled with super rad and incredibly talented people. Among them was Anthony Yoshida, who had modelled one of my older robot designs as a project. He later sent me the model and I kicked out these quick keyshot renders.

As someone who works primarily in 2D, it's a real treat to get such a well modeled 3D version of your design, something you can play with in 3D and see how it looks from other angles and different lighting. And doing lots of pretty renders makes you feel like you're doing work!

Huge thanks for Anthony not only for this sweet model, but also for showing me some wild urban Paris while I was there. Cheers bro!

Sunday, July 24, 2016