My responsibilities as a world artist were to create levels from block out, modeling, texturing, lighting and environmental animations. I'am responsible for everything within the screenshots except for characters and user-interface.


My responsibilities as a world artist were to create levels from block out, camera work, modeling, texturing, lighting and environmental animations. I am responsible for everything within the screenshots except for characters and user-interface.(PS2)(XBox)(Gamescube)

 


As environmental artist on Transformers The Game I was responsible for the level design lighting and creation of both Autobot and Decepticon missions on planet Cybertron for Next-Gen consoles and optimization to Last-Gen. I also modelled the Decepticon mission in the Qatar Dessert (PS2) Version, and created various zones in Surburbia. Such as the Power Plant, School, Car Sales Lot, and construction sites. (PS3)(XBox360)(PS2)


My responsibilities as a world artist were to create levels from block out, camera work, modeling, texturing, lighting and environmental animations. I am responsible for everything within the screenshots except for characters and user-interface. I also optimized next-gen scnenery to the last-gen consoles on muliple levels.(PS3)(XBox360)(PS2)


Working as lead artist in Germany, my responsibilities were to create levels from block out, camera work, design, modeling, texturing, lighting and environmental animations. Creating assets and textures for the team. Mentoring and teaching trainee artist’s Maya efficient modeling and texturing practices. I am responsible for everything within the screenshots except for characters and user-interface. (Wii)

Contact: jonathanshaller@hotmail.com

 

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All images, and vidoes relating to the above projects are Copyright© of authors "TT-Games, Disney Interactive Studios, Walt Disney Studios, Activision, Dreamwork Studios, BVG Games, Morgen-Studios, Playmobil, and Jagex. Use of all images adhere to The FAIR USE Act and DMCA rules.
About
Today I am learning the awsome power of UDK. I am working on an epic city scene styled on China's Forbidden City. So far I have learnt the fudimentals of Shader building, Kismet, Lighting technique's, Particle's, Dynamic's, L.O.D ing, Matinee, Simple HUD Systems implementing Flash, Aswell as Scene optimization and Balancing.
Above is my forbidden City UDK project. The scene is "still a work in progress" and does not reflect the final product. All asset's and content are original creation's by myself. 20th May 2012
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