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Disney Infinity 3.0 Star Wars: Twilight of the republic

Let's take a trip back in 2014 -2015. Working on this project back at Ninja Theory was a radical step away from my comfort zone. But people there were amazing and we all helped each other out to figure out the art style. Lowest target console was 2 simultaneous player on Wii U, which also brought it's load of challenges.
On Geonosis, we split the map with Jay Brindle and Chris Rundell and I got to work on the first section. It's never easy to work on the first area of a game, it often needs the most iterations to get it right. Silhouette and image readability are very important. With the help of Avalanche's AD and Emrah Elmalsi we worked on concept iterations to get the LD and look right. Then I moved to final modelling, texturing and set dressing.
For Coruscant, I took over an existing first Art pass from Jim Waters and added details and set dressing.
On the Hangar, we worked together with level Designer Scott Sturrock were I handled modelling, texturing and some outsourcing review for props.
I also worked with a level designer on the challenge moon were I did concept, modelling and texturing.
I occasionally worked on some props and textures for other levels.