Power of Metaphor @ CAMP Festival
I was invited by the team at CAMP festival in Calgary to come and talk about a subject of my choice. The audience was a mix of different creatives so...
Power of Metaphor @ CAMP Festival
I was invited by the team at CAMP festival in Calgary to come and talk about a subject of my choice. The audience was a mix of different creatives so...
In 2016 I had the honor of working with director Denis Villeneuve and Production Designer Dennis Gassner to develop the world of Blade Runner 2049. ...
Call of Duty: Infinite Warfare – UNSA Retribution Design
I had the pleasure of a new challenge in 2015 - I was asked by the team at Infinity Ward to develop an inter-orbital aircraft carrier that would fun...
THE FORGOTTEN ART OF BLOCKBUSTER CINEMA
I recently gave a lecture at Industry Workshops in London. The subject is one my favourite areas of research - Story Theory. Using Terminator 2 as...
Andre and the THU team kindly asked me to come and talk at a Berlin gathering in April. I decided to talk about the fundamental differences between...
Intrinsic Vehicle Design – Part 2
I've just released Part 2 of my intrinsic design series on both GUMROAD and CUBEBRUSH. The tutorial explains how to develop a refined design from...
Designing the Shadow Marshal Stealth Ship
Guerrilla Games has some of the highest design standards in the industry - so designing the Shadow Marshal's stealth ship was always going to be a cha...
New Gumroad Tutorial Available
I've just released Part 1 in a new series that I'll be expanding in the future. In this introductory download I'll provide workflow ideas that can enh...
In 2014 I provided Edge Case Games with concepts for Fractured Space. At the time, the game was in a pre-beta stage - gameplay was locked down, but...
A few years ago I began noticing that 2D thumbnails had certain limitations with regards to realistic industrial design projects. In response, I start...