TR: Underworld - Last Level
This is from the last level of the game. I was responsible for the mesh, textures, and lighting. I collaborated with another artist on the center-most pillar.
TR: Underworld - Bridge
Bridge in to final area of the game. Mesh, textures, lighting.
TR: Underworld - Sunken Fortress
Responsible for the mesh, textures, and lighting. I also didn't have a lot of concept to work from, so I had to find my way to this architectural style.
TR: Underworld - Road to Nowhere
The fortress, and road leading to it, were once above water. Mesh, texture, lighting.
TR: Underworld - Chamber
Mesh, textures, and lighting. The blue glowing falls were called aether. Or something like that. We referred to it affectionately as blue goo during production.
TR: Anniversary -- Peru Gear Puzzle
Mesh, lighting, textures were me. The moving objects (dam, gears, etc) were created by another artist.
Reimagining a PS1 game was an interesting experience. It gave us a great starting point, but recreating an old game with much more sophisticated game systems, and the ability to create higher fidelity assets was a challenge.
This area, for example got a lot grander and complex than the original.
TR: Anniversary - Obelisk Peekaboo
Mesh, textures, and lighting.
TR: Anniversary - Obelisk From Above
Looking down at the water pool at the obelisk's base.
TR: Anniversary - Obelisk 05
Toward the top, the walls had more weather damage and overgrowth.
TR: Anniversay - Cat Tomb
Ah, vertex lighting.
TR: Anniversary - Sphinx 01
Responsible for mostly everything but the sphinx original modeling, though I did re-do his head.
TR: Anniversary - Hallway
These hallways had to be reworked. The originals from outsourcing were much too gold, with fiddly detail. Simpler shapes felt more Egyptian.
TR: Anniversary - Cat Temple Entrance
The first pass of this area was created by outsourcing, and I was responsible for reworking the textures, refining the look, and polishing it.