Red Dead Redemption & Max Payne III
I started working as a Level Artist at Rockstar Toronto, creating assets & building up existing layouts, but as time went on I began experimenting with several physics plugins for 3D studio max.
Together with some tools programmers, audio engineers, and VFX artists we worked out a pipeline for getting extreme, carefully authored physical simulations in-game and conforming to the scripted action playing out on-screen.
Our results caught on, and eventually I was creating new sequences and authoring tutorials for the teams working on Red Dead Redemption and GTA V.
creating physically simulated destruction sequences
rigging existing level and character art for destruction
scripting these sequences to trigger in-game
modeling, prop placement, and texture creation