Here is the design that i am going with.
Untitled from j carnal on Vimeo.
Outline for the game mod.
I would like to create a level incorporating the mining shaft that I made already. If I create an outside environment that surrounds the mining sculpture the player would have to walk to a hole in the mountain then into the mining shaft.
First thing I have to do is research and tutorials that will help me with Unity.
Then,
• Build the outside environment that leads up to the mining shaft.
• Create new texture maps for the interior of the rooms and shafts.
So far the schedule is to use the landscape tool in Unity in module 4.: Build right over the top of the 3DS Max model that has already been imported into Unity. I hope that it is that simple. Players will have to walk across the terrain to enter the mine. I am not sure how to punch a whole into the Unity terrain to reach the model. Help on this would be great; the Unity tutorials are very basic.
We are looking into possible armor ideas for the player characters starting with the medium level. From there I can scale them up or down in bulkiness. Some of these silhouettes are too bulky already but the point of this exercise was to create interesting shapes that can be taken to the next step of detail.
My direction on the last Banshee concept was wanting even less of a human characteristic and more alien. For this one I started over completely and thought that an in-flight concept would be cooler. I kept the leathery wings with the claws and added some membrane type gliders underneath. This creature in the game flies above and spews bile at the players so placed the gruesome bag of vile on its back and an armor shell underneath. I changed the head to be more of a sucker head where it would grapple and attach to the players when biting.
Well I got to a concept for the game that was a very familial subject. This particular creature description was delivered to the team as a “Tullu”, being a long time Lovecraft enthusiast I quickly made a Cthulhu relation. But Game work is different than illustration work. This concept needed to be a big creature that could take a ton of damage and have a knock down attack. So I thought that if this creature was composed of dense tentacles and for hands and feet it could, depending on how it was animated either lumber toward the players or move quick and nimbly.
Finished the biped version of the concept but the team wanted more of a partially biped role for this creature. I had a feeling about this when I began and so made his arms and hands very lengthy. The original concept was easily placed on all fours for a quick pace, which will be the character’s main attribute in the game, speed. Again special thanks to James Ryman for the inspiration that led to the creation of this monster.
Here are a few of the head concept images for the male models that are coming up. The 3d roto-scopeing for the first is in progress. But this sheds some light on the progress that is still to come. These are just preliminary sketches, black and white, to get things started.
Here we have the Out-back, the Bounty hunter, and the Tank. Full roto-scopes still to come.
This is the gun concepts for the towers in the Game “Unnatural”. Front and side profiles to help the modeling. Below is a scale of the first tower in the jungle of level one. I drew these two with Autodesk Sketch Book pro.

This initial concept came out more like a giant tank. After speaking with Joe, the CMG level designer we are going to try some tower concepts that are more like 20 ft tall radio tower bases that have a turret on top with one of these BFGs on it. The jungle is just a really quick matte type paining created in Photoshop. The purpose was just to throw out a concept relating to scale and the environment.
This is a pencil sketch that did exploring the Drider characters from Dungeons and Dragons. I took a break from some of my other concept work that I have going on to flesh out this image. I have had the pencil sketch sitting on my hard drive for a long time now and thought that it deserved a little color.
So when I came across it this time I right clicked “open with” and started fleshing it out. In the pencil version below I was playing around with exaggerating perspectives and foreshortening. There is allot of texture in the pencil sketch as well, so that helped speed up the painting. I tried to keep thing short and not spend too much time on it because it wasn’t that great of a composition to begin with.
Well this is the first costume concept for the first female. There is still a few adjustments to make but the over all jest of it is laid out. One more female left to do and about 6-8 dudes. It took the better part of the day to paint. You can read the production Game Design Document at CacheMoneyGames.com
This is a web banner thet I created for Cache Money Games, here is a link to the site.
The project was centered around cyber type gangsters with highly stylized characters. I went with a Gangsta Rapper, a hardcore Gangster, and a big Poppa Gangsta.
This is the first anatomy study for the upcoming game models. There will be 2-3 females in the game created by “Cache Money Games” and this will most likely be one of the concepts. I choose the hairstyle short for this one but there are plenty below to choose from. Funny that I was so careful not give any of the fem fetals any long hair and that it popped up on the 3rd male head concept, I will have to give that dude a hair cut. I wanted to have a good selection, and we do. I went with short hair that could be shoved under a helmet yet still have some sexual allure. Next I will whip up a few more of these and start the next step of wardrobe options.
This is the second painting of a Koi Pond Pastel series that I am working right now. There will be more to come, the print and original is available here.
I made this oil painting of Bob Marley available for purchases as a print. The original is long gone but any fan the like the king of Reggae’s music would for sure dig this art as well. Portrait painted on green background.
This is the 5th water color from the “Ha Ha Tonka Trail Lake of the Ozarks Watercolor Series”. Here is a link to the prints and original until it sells.
This is another addition to the Ha Ha Tonka Trail Watercolor series. This painting makes number 4 of the series and 5 is close to complete. I love to paint in water color because of the building of color and layers of paint. This is a small painting but I prepared it so that larger prints of it will be available. If interested click the blue banner at the top of this site labled “Art Prints”, the original will be available there too until it is sold.
The next Koi Pond pastel in under way as well.
















































