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The Bureau: XCOM Declassified

As Lead Modeler at 2K Marin, I arrived in the final stages of production on The Bureau: XCOM declassified. We had a large amount of work to accomplish in a short amount of time. I organized and structured the team, making changes where needed in the pipeline to achieve our goals. I worked to improve the handoff and interaction between the Art team and other teams to help the game and studio as a whole succeed. I helped make a large change in the art direction to a more realistic style, while still maintaining a period look. I worked with the artists to help them achieve great results in modeling, baking and texturing assets while keeping performance in mind for current gen systems. I also worked with other leads, optimizing and balancing memory throughout the game to achieve smooth frame rates. I also worked on a small team to make a special version of the game for High end PC's.

The Bureau:X-Com declassified was a cover based shooter set in the 1960's in iconic American settings.

The Bureau:X-Com declassified was a cover based shooter set in the 1960's in iconic American settings.

What did I do: The style had changed during production, I worked with the team to unify the look of all the assets, characters to fit the vision of the Art Director.

What did I do: The style had changed during production, I worked with the team to unify the look of all the assets, characters to fit the vision of the Art Director.

What I did: I worked with the level artists to bring the environments to final quality.

What I did: I worked with the level artists to bring the environments to final quality.

I worked with the Art director setting up a visual language to help the player understand what they can and can't do.  RED means it explodes!

I worked with the Art director setting up a visual language to help the player understand what they can and can't do. RED means it explodes!

What I did: I worked with the environment artists, helping them set up modular stone walls.  I polished levels, adding grass and effects.

What I did: I worked with the environment artists, helping them set up modular stone walls. I polished levels, adding grass and effects.

What I did: I did a polish pass on the terrain.

What I did: I did a polish pass on the terrain.

What I did: I worked with the Art Director to try and bring a rich color pallet to each level.

What I did: I worked with the Art Director to try and bring a rich color pallet to each level.

What I did: I worked with the Principle Character Artist to help bring the characters into the same visual style.  I also helped define how the alien goo should be used.

What I did: I worked with the Principle Character Artist to help bring the characters into the same visual style. I also helped define how the alien goo should be used.

What I did: I worked with the concept artists and environment artists to create the look of the alien architecture.

What I did: I worked with the concept artists and environment artists to create the look of the alien architecture.

What I did: I worked with our outsourcing team to quickly field and deliver the large alien set.

What I did: I worked with our outsourcing team to quickly field and deliver the large alien set.

What I did: This was one of the first times we saw the alien set together.

What I did: This was one of the first times we saw the alien set together.

What I did: Worked with Environment Artists and Art Director trying to hit the iconic 60's "Googie" look.

What I did: Worked with Environment Artists and Art Director trying to hit the iconic 60's "Googie" look.

What I did: More iconic stylized assets to flesh out the "Americana" look.

What I did: More iconic stylized assets to flesh out the "Americana" look.