Friday, March 22, 2013

Ratchet and Clank: Full Frontal Assault: HUD Design Concept

I had the opportunity to design a new HUD suite for Ratchet and Clank: Full Frontal Assault. While we didn't end up using this concept I thought it turned out pretty cool nevertheless. I really enjoy this type of stuff because of the constraints it places on the creative process. You have to plan and create with the players field of vision in mind and you have to deal with the limitations of the screen real estate at different sizes and screen resolutions.




And below is a HUD element we used in-game that I designed. The hacker mini-game was used for opening weapon pods. You had to press a button to lock down the white shapes (turning them green) in a number of different arrangements as the needle swept back and forth at varying speeds.


Thursday, March 21, 2013

Ratchet and Clank: Full Frontal Assault: Space and Skies Part 2

Below is a collection of planet renderings I did which we used in our UI and Sky domes.








Ratchet and Clank: Full Frontal Assault: Space and Skies

For FFA I created many assets for our UI and Sky domes. Below is a collection of those renderings.









Monday, March 18, 2013

Ratchet and Clank: Full Frontal Assault: Phoenix II Exterior

The Phoenix II Exterior required a large set of tactics to make it work. The ship was a massive object but also had to look good up close as it was featured in many cinematics. In order to meet all of our needs I utilized skills from all of my areas of expertise including character, environment, and fx.
The Phoenix II
Modeled in Maya/Zbrush
Textured in Photoshop









Friday, March 15, 2013

Ratchet and Clank: Full Frontal Assault: Phoenix II Level

The Phoenix II level was created as a three stage hub for the players to return to throughout the game. The ship becomes infected with a virus and slowly degrades over the course of the story.

Sean Kwon and Nathaniel Bell did a large portion of the base geometry and basic textures. I went through afterwards and did a large polish pass finishing shaders, adding/cleaning up geometry where necessary including some interiors and props, building the skydome, and adding a suite of fx for each stage.

Phoenix Phase 1





Phoenix Phase 2




Phoenix Phase 3









Tuesday, February 26, 2013

Ratchet and Clank: All 4 One Vehicle Props

Built in Maya and Zbrush
Textured in Photoshop and Zbrush

Seaside Derelict Ship





Ornithopter Starship
  




Ratchet and Clank: All 4 One Characters

Characters built in Maya and Zbrush
Textured in Zbrush and Photoshop

Jellyfish Enemy




Armored Jellyfish Enemy




Carnivine Plant Enemy