Visual Effects sits at the intersection of Art, Design & Engineering.
Like all Art, it’s about communication of ideas.
 
What are you saying with your Visual Effects?

DEMO REEL
A sampling of my recent work on the inFAMOUS franchise.
Created or was responsible for direction & quality of all particle effects.

 

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inFAMOUS: Second Son Neon Trailer
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inFAMOUS: Second Son E3 2013 Trailer
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inFAMOUS: First Light Gamescom 2014 Trailer
MY PROCESS
Plan
Make it matter
Adapt
PLAN
MAKE IT MATTER
ADAPT

 

Understand the design problem you are trying to solve before you start making content.

 

Focus on the final target through research and concept art - not the constraints of your current technology.

 

Build in stages and focus test often to fail early and fast before you've invested too much.

 

Match the tone of the game with the style of your visual effects. Light-hearted, animated, gritty, etc.

 

The impression the player gets from the visual effects forms their feeling, which is the main way of communicating tone.

 

Influence the players perceptions of the game design in a beneficial way. Visual effects is a huge factor in the player understanding the game design.

 

Avoid saying no based on your knowledge of how this problem has been solved in the past.

 

Don’t be too married to technology or process, they change and are the means to the end goal only.

 

Know what the player sees most and how spend your time where it makes the most impact.

 

 

IN THE PRESS
null   GDC 2014 | The Visual Effects of inFAMOUS: Second Son
null   Visual Effects Society nominee | Best Real-Time Visuals of 2014
null   PAX Prime 2014 | AAA Combat: Behind the Scenes
null   fxguide.com | Art directing effects for inFAMOUS: Second Son