Starcraft 2
starcraft 2 wings of liberty: flagship hallways
2009. I modeling and textured these hallways for an in-game cinematic.
starcraft 2 wings of liberty: environment
2009. I modeled and textured this set for an in-game cinematic.
note: the floor tile texture in the above image was created by another member of the team.
starcraft 2 wings of liberty: platform
2009. I modeled and textured these props for an in-game cinematic.
starcraft 2 wings of liberty: flagship corridor
2010. I modeled and textured this set for an in-game cinematic.
starcraft 2 wings of liberty: camera prop
2010. A reporter’s camera that I designed, modeled and textured for an in-game cinematic.
starcraft 2 wings of liberty: tosh cloak FX
2010. This is an effect that I created for the character Tosh. The task was to recreate this awesome decloaking effect done by the guys in Blizzard’s pre-rendered effects department. Only catch was, it had to be done in realtime. I accomplished this by basically pushing the engine’s FX animation pipeline as far as I could get it. Animated textures built from procedural noise materials in 3DSMax, scrolling UVs, electrical spline ribbons, smoke particles, full screen lens glare on cards, displacement animation - I used everything it took to get the look as close as possible.
I think you can see the crawl of the patterns a bit better in this one:
starcraft 2 wings of liberty: jukebox controls
2009. The Jukebox body was made by another member of the team. However, we needed detailed controls for an extreme closeup on the Jukebox for an in-game cinematic.
I modeled and textured this control board as well as fully animating the equalizers.




















