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IMMERSIVE ART DIRECTOR, PRINCIPAL VISUAL ARTIST AND USER INTERFACE DESIGNER

KEVIN WICKS   PORTFOLIO

3D MODELLING SAMPLES

'MIB: Men In Black' (Arcade) 2021.  Developer/Publisher: Sega Amusements Ltd. Production work in progress.  Demo of NYC base level.

'MIB: Men In Black' (Arcade) 2021.  Developer/Publisher: Sega Amusements Ltd. Production work in progress.  Demo of Battery level.

'MIB: Men In Black' (Arcade) 2021.  Developer/Publisher: Sega Amusements Ltd. Production work in progress.  Demo of Nightclub level.

'MIB: Men In Black' (Arcade) 2021.  Developer/Publisher: Sega Amusements Ltd. Production work in progress.  Demo of Souk level.

'The Gunstringer:  Dead Man Running' (Win8 tablets/XBLA) 2012.  Developer:  Other Ocean Interactive; Publisher: Microsoft.  I was lead 3D prototype artist on this, tasked with figuring out how to make seemingly random landscape appear endlessly (and lead UI artist later on in the project cycle).  Trying to locate other samples!  More to come.

'Aliens Vs Predator' (X360/PS3/PC) 2010.  Developer: Rebellion; Publisher: Sega.  Environment modelling, texturing and lighting.

'Aliens Vs Predator' (X360/PS3/PC) 2010.  Developer: Rebellion; Publisher: Sega.  Environment modelling, texturing and lighting.

'Star Wars Battlefront: Elite Squadron' (PSP) 2009.  Developer: Rebellion; Publisher: LucasArts.  Environment modelling, texturing and lighting.

'Star Wars Battlefront: Elite Squadron' (PSP) 2009.  Developer: Rebellion; Publisher: LucasArts.  Environment modelling, texturing and lighting.

'Star Wars Battlefront: Elite Squadron' (PSP) 2009.  Developer: Rebellion; Publisher: LucasArts.  Environment modelling, texturing and lighting.

'Turbo Boots' (iOS/Android); Release date TBD (in bugfixing phase),  Developer and soon-to-be publisher: 3rd Moon Ltd.  Concept render... the original plan was for the art style to have an 'electron microscope' look, but the level design required a switch to exterior spherical surfaces.  Shame, this was fun!

'Turbo Boots' (iOS/Android); Release date TBD (in bugfixing phase),  Developer and soon-to-be publisher: 3rd Moon Ltd.  Fun low-poly game using Unity.  Sooooo close to being finished.

'Aliens vs Predator: Requiem' (PSP) 2008.  Developer:  Rebellion; Publisher:  Sierra.  Environment modelling, texturing and lighting.

'Another book I have on the back burner'... modelling, texturing, animation, lighting, rigging and rendering.

'Mercury Meltdown' (PSP/Wii) 2007.  Developer:  Ignition Banbury; Publisher:  Ignition. Block set, scenery and puzzle design, modelling, texturing and rendering.

'Mercury Meltdown' (PSP/Wii) 2007.  Developer:  Ignition Banbury; Publisher:  Ignition. Mad fractal-based level designs, using Maya and Vue d'Esprit.

'Archer Maclean's Mercury' (PSP) 2005.  Developer:  Awesome Studios; Publisher:  Ignition.  Level and puzzle design, block set modeling and texturing.

'Sindy The Fairy Princess' (broadcast) 2004.  Studio: Optical Image Ltd; publisher: VCI.  3D background, scenery, lighting and render-wrangling artist... plus storyboards and most of the outfit textures.

'LEGO Soccer Mania' (PS2/PC) 2002.  Developer:  Silicon Dreams; Publisher:  LEGO.  I was the sole cutscene artist on this project; responsible for the script, storybook-style still frames, modeling, lighting, positioning, retouching... everything really, from inception to final completion.

'LEGO Soccer Mania' (PS2/PC) 2002.  Developer:  Silicon Dreams; Publisher:  LEGO.  3D scene set-up in Max.

'The Trouble With Treble' (Amazon eBook) 2015.  Developer & publisher: Dunebug Graphics - my pet project :).  I taught myself Softimage for this.

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