Bioshock 2
2K Marin 2010
PS3, 360, PC
senior level architect
08-08 to 02-10
Pre-vis, concept art, storyboards and level layout maps for Ryan's Amusement and the first level of the game. Visual design for some elements in these levels. Level creation, mesh placement, lighting, production, performance, optimization in UnReal editor. Some 3D modeling, mapping and texture creation.
- screen shots to right and below
BIOSHOCK 2
I am working at 2K Marin as a level architect. We shipped Bioshock 2 in February of 2010. Brilliant team, great project; I was really happy to be involved. It's so nice to enjoy playing and actually want to play the game you helped build. The fantastic world of Rapture never gets old for me.
I was the level architect for the first level in the game. I also did the visual pre-pro and initial level layout for Ryan Amusements which is the third level in the game. If you purchased the deluxe version of the game, you can see many of my planning sketches in the art book. If not, you can see some examples here in the Bioshock 2 section.
Bioshock 2 DLC
2K Marin 2010
PS3, 360
senior level architect / environment art lead
02-10 to 07-10
Pre-vis, concept art, storyboards and level layout maps for Minerva's Den (level 1 and the last narrative portion of level 3). Visual design for several elements throughout. Level creation, mesh placement, lighting, production, performance, optimization in UnReal editor.
The beautiful new models for these levels were created entirely from the two man team of Collin Fogel (lead) and Brandon Pham. Rinaldo Tjan was the other architect on the project. Dream team.
- screen shots to right and below
BIOSHOCK 2 DLC
After we wrapped Bioshock 2, I worked as the environment art lead on the team that crafted the single-player DLC. The first installment was the Protector trials; 6 maps that stylistically were pulled directly from Bioshock 2 environments. The second installment was a full blown narrative experience written and designed by Steve Gaynor, the lead designer for that project.
Our small team got to create a never before seen area of Rapture called Minerva's Den, the technological center of Rapture. There are three new levels, a couple new weapons to add to the mix and you get the same great gameplay you've come to expect from the Bioshock Franchise. Try it, you'll like it.
Bioshock 2 - Prelude level - never used in game
- three areas from what was going to be Rapture before the fall
- just had to show some of the gorgeous brass/metal trim that fellow Architect Karina Riesgo did for this level that never saw the light of game. see bottom frame in the sequence below.