Recent Updates

Hi! These days I’ve been working full-time on Destiny 2 at Bungie, making Exotic and Legendary weapons. If you’ve been playing Destiny lately, you’ve probably used some of the weapons I worked on, including the full remake of Thorn and its “Thornament,” the Thunderlord and Hypervelocity ornament, Last Man Standing, and The Recluse. Lately, I’ve been using a ton of Modo and Blender in production.

Hard-Surface Modeling in Games

Luckily, principles from product design and industrial design in general, carry over to hard-surface modeling in games. Making game assets appear sound in structure and function is often key to their believability and getting the player to attach value to them aesthetically.

Since the majority of my work consists of sci-fi weapons and vehicles, I use a tremendous amount of real-world references when considering what makes a new design seem functional. This almost always comes down to having very communicative primary and secondary shapes that allow the object to read well (even at a distance) and seem mechanically plausible. Too much tertiary detail on uninteresting primary and secondary forms is my biggest pet peeve when it comes to design trends in the game art.