Game Console

I spent 7 years as Art Director for the US company making Sony's PlayStation demo discs: kiosks, pack-ins, Official PlayStation Magazine interfaces, and hundreds of one-offs for publishers like Namco, IGN, Eidos and Nickelodeon.

medium poly 3D model

This woman was modeled from scratch, starting with a single triangle. I followed a semi-famous tutorial, using my own drawings as the basis. She was roughly rigged for animation as a test for a branded pinball game for the PSP.

PlayStation2 demo disc interface design- “Louvers”

playstation2 kiosk "louvers" interfaceThis interface got used on a LOT of Sony products, with different background color and transition effects. Jampacks, Kiosks, WalMart-only Jampacks, Official PlayStation Magazine demo discs.

The programmer, Avery Lodato, built it so that the production artist could associate a number with a thumbnail, and the PlayStation would use that as the center point of the cropped-in vertical slice. That’s how we could keep faces and logos on the panels, without having random, worthless slices. Genius.

advergame for the PS2

PlayStation2 demo disc loading screen game.

Destroy the MTV logo before it crushes you… or the demo loads.

Character design and story boards

Maya pinup with a giant slide rule sword

I wrote a story and designed the characters and settings for a an interactive PlayStation2 comic. Maya flees an attack on her school, and finds a suit of battle armor in the middle of a war zone. It betrays her.

I did the breakdown and drew the storyboards. The whole team helped with backstory and setting. We pitched it to Sony for the PlayStation Underground magazine. Models were built, and the final art was lit and rendered to match my layouts.

 

 

 

Demo Disc interfaces

Playstation Portable interface


An unproduced PSP demo interface with an urban graffitti theme.

PlayStation Kiosk 2.6

Motion comp for one of the last PlayStation2 game demo Kiosks. You may have seen it, or a variant, on a PS2 kiosk. I designed it to feel like you were flying over towers, and they would reach up toward you. When you stopped flying, the demo on top of the chosen tower would fill the screen.

3DS Max, Photoshop, AfterEffects, PlayStation2 dev gear, proprietary 3D export plugins.