Thanks for taking a moment to look through my recent work. Below you’ll find a cross-section from various projects, from print art to game design. If you have any questions or see a design solution that meets your project needs, don’t hesitate to get in touch. Thanks!
Titanic: The Final Hour was a gargantuan undertaking of construction, period set dressing, and meticulously accurate print work, all wrapped into a blood-pumping adventure to escape the sinking ‘unsinkable’ ship.
Lead designer Phillip Justman brought me in to crate the nine-foot-tall wall decals that would sell the illusion of a larger ship beyond the limits of the play space. In this scene, I generated five poster-sized window images that would be inset into the bridge windows. The bridge of the ship was cheated upward to provide a more detailed glimpse of the bow. The horizon line was lowered slightly to offer a sense of height to the image.
Titanic Starboard Deck
The Starboard deck was the most challenging piece of artwork I created on Titanic: The Final Hour. It required multiple digital setups, renders, and post-processing effects to achieve the intended vantage point. The limitation of 2D artwork in the 3D space is that the focal point of an image does not change, regardless of the viewer’s position in the room. To mitigate this limitation, the distant view (seen here) was rendered as if the player was standing in the center of the space. Floor and wall edges were carefully aligned to sell the effect. Under overhead lighting the illusion isn’t much to see, but when lit correctly, the room decals were transformative to the space. Click next to see the final product.
Murder! At The Strand
In Murder! At The Strand, our play-within-a-play begins on a surrealist note. Beginning the interactive, investigation-based show in a way which audiences are used to allowed us to quickly establish the world, the rules, and direct their attention to the main event - the murder itself. This was the only time in the show that we could guarantee that our 70 participants were in the same room at the same time. Pictured here is aftermath of the murder with actors playing crew and actors playing actors “rehearsing” while our investigative audience pries them for information.
Theron Tower: City Skyline
In Odyssey Escape Game’s Towering Inferno homage, I set out to create a set of floor to wall decals that sold the illusion of a larger metropolitan landscape.
In Photoshop, source images were scaled several times their original size using modern resampling techniques to maintain their detail. Several planes and visual artifacts were hand-erased and an artificial sky was generated to give gravitas to the overall effect.