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hertzan chimera r.i.p.
 

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ghost master character images...
I worked as the senior character artist on Ghost Master - in that time I directed the art team's handling of the catalogue-man style look and animation of the humans and the gothic look and extreme animation of the ghost designs. The important stipulation was that (on most machines) we could rip each floor off a house full of humans and ghosts and the engine would not slow down - that is why there is optimal use of polygon limits and textures (you'll notice that the humans are mostly coloured, saving the textures for the ghosts). Additionally, I produced something like 200 characters; some externally-designed originals, some generic versions based on these original template designs. In the latter part of the game's production, I had a hand in suggested refinements to both the engine, the effects and the way the game looks and feels to play, the highlight being a trip to the oh-so-noisy E3 interactive entertainment convention in L.A. to help sell the game to the buyers and distributors.

Below are a small selection of the in-game characters I made. 
 



 

 

 

 

 
 
 
 
 
 
 
 
 

 


 

 


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