Never Alone: FoxTales (DLC)
Arctic Puzzle Platformer

Engine: Unity 4
Modeling: Maya
Texturing: Photoshop

These are environments I was directly responsible for as level owner. I was also responsible for creating the overall water visuals and gameplay related tech required for the river in the entire expansion. All terrain, props, FX, materials, and shaders shown here were created by me. Characters by others.
 
Never Alone
Arctic Puzzle Platformer

Engine: Unity 4
Modeling: Maya
Texturing: Photoshop

These are environments I was directly responsible for as level owner. All terrain, props, FX, materials, and shaders shown here were created by me. Characters by others.
 
Fire Fall
Landing Platform (render)

Modeling: Max
Texturing: Photoshop

This was a building I was contracted to create for the upcoming game: Fire Fall. Since I was working from home and just creating the asset, no engine shots are available.
     
 
Bombshells: Hell's Belles
Tower 88: Valhalla (day)

Engine: Unity
Modeling: Maya
Texturing: Photoshop

Given a concept painting, I created all parts of this environement except for minor props. This is to include level design, modeling, texturing, lighitng. For this project, I developed the process of using HDR images based on the environment to assist lightmapping by utilizing image based lighting techniques. All shaders were a colaberation between myself and the code team.
     
 
Bombshells: Hell's Belles
Platinum Valkyrie

Engine: Unity
Modeling: Maya
Texturing: Photoshop

Given a basic concept sketch, I modeled, textured and vert colored this prop used throughout the game. Shown here docked with Tower 88.
     
 
Bombshells: Hell's Belles
Tower 88: Valhalla (day)

Engine: Unity
Modeling: Maya
Texturing: Photoshop

Given a concept painting, I created all parts of this environement except for minor props. This is to include level design, modeling, texturing, lighitng. For this project, I developed the process of using HDR images based on the environment to assist lightmapping by utilizing image based lighting techniques. All shaders were a colaberation between myself and the code team.
     
 
Bombshells: Hell's Belles
Tower 88: Valhalla (day, interior)

Engine: Unity
Modeling: Maya
Texturing: Photoshop

Not part of the original concept, I added these interior spaces in Tower 88 to augment gameplay and add interest to an otherwise boring space. All models, textures and lighting by me except for the plane model.
     
 
Bombshells: Hell's Belles
Tower 88: Valhalla (night)

Engine: Unity
Modeling: Maya
Texturing: Photoshop

After a battle, the enemy (T.O.O.L.) has taken over Tower 88. Without concept, I transformed the level into an enemy controlled version and created the night version of the level. All models, textures, environmental FX, and lighting were created by me, except for plane models.
     
 
Bombshells: Hell's Belles
Dustaka: T.O.O.L. Controlled Canyon

Engine: Unity
Modeling: Maya
Texturing: Photoshop

This canyon space featured lots of small tight spaces to fly through. Environement models, textures and lighting were mine with the exception of a few buildings and props. In this shot, the bunker and cliffside hangar were created by others.
     
 
Bombshells: Hell's Belles
Dustaka: Fly-through tunnel

Engine: Unity
Modeling: Maya
Texturing: Photoshop

Many spaces like these tunnels were implemented to give variable flight paths for the player. Models, textures and lighting were created by me.
     
 
Bombshells: Hell's Belles
Dustaka: Riverbed

Engine: Unity
Modeling: Maya
Texturing: Photoshop

A river runs through the center of the canyon to direct level flow. Different depths along the river were created to add diversity in the environment. This is a section of shallow rapids. All models, textures and lighting were created by me.
     
 
Bombshells: Hell's Belles
Dustaka: Dam

Engine: Unity
Modeling: Maya
Texturing: Photoshop

The culmination of the river ended in this dam to provide power to the T.O.O.L. base. All models, textures and lighting were created by me with the exception of the tower structure on the left.
     
 
Halo: Reach
UNSC Missile Turret

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

Modeled from basic concept and detailed by myself to accomodate existing environment textures.
  • Triangles: 7700
 
     
 
Halo: Reach
UNSC Generator

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

I was given a size footprint to work with and designed and created this asset. High to low poly workflow, 1 texture was created, and some reused from other assets to create this piece.
  • Triangles: 11,000
  • Textures: 1x 1024, plus others
  • Diffuse, Normal, Specular, Detail
     
 
Halo: Reach
Covenant Assault Carrier

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

This was a major up-res from previous games. I was given an original model which was lowpoly only. I created a high poly model and designed, changed, and added all details to create a more updated and higher resolution asset.
  • Triangles: 9400
  • Textures: 1x 2048
  • Diffuse, Normal, Specular, Illum, Detail
     
 
Halo: Reach
Covenant Cruiser

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

This was a major up-res from previous games. I was given an original model which was lowpoly only. I created a high poly model and designed, changed, and added all details to create a more updated and higher resolution asset.
  • Triangles: 7675
  • Textures: 1x 1024
  • Diffuse, Normal, Specular, Illum, Detail
     
 
Halo: Reach
Covenant Elite Orbital Drop Pod

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

I was given a basic concept for this asset and modeled, textured and detailed. This had to conform to character standards so the Elite character model could interact with the interior and exterior. High resolution textures not available.
  • Triangles: 2600
  • Textures: 1x 1024
  • Diffuse, Normal, Specular, Detail
     
 
Halo: Reach
Covenant Methane Pump

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

I was given a basic concept sketch and modeled, textured and detailed this asset.
  • Triangles: 1700
  • Textures: 1x 512
  • Diffuse, Normal, Specular, Illum, Detail
     
 
Halo: Reach
Forge World Objects

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

Given a simple blockout by designers of the forms needed, I worked with a team of 3-4 artist to flesh out and detail all of the objects used in Forge. Modeling and detailing had to conform to an existing texture set that was created by others. I created certain design elements to augment the existing forerunner canon that were propagated throughout (ie, glass over lights on dark metal)
     
 
Halo: Reach
Forge World Objects

Engine: Proprietary
Modeling: Max
Texturing: Photoshop

Given a simple blockout by designers of the forms needed, I worked with a team of 3-4 artist to flesh out and detail all of the objects used in Forge. Modeling and detailing had to conform to an existing texture set that was created by others. I created certain design elements to augment the existing forerunner canon that were propagated throughout (ie, glass over lights on dark metal)
     
 
Marvel Super Hero Squad:
Comic Combat
Hellicarrier engine surface

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

This portion of the Helicarrier level takes place on top of one of the engines. Models, textures, lighitng and animations by me. Characters, UI, and FX by others.
     
 
Marvel Super Hero Squad:
Comic Combat
Hellicarrier Flight Deck

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

The hellicarrier is under attack. Doctor Doom has thrown a ton of debris at it which has collected on the flight deck. Hellicarrier models, textures and lighting were created by me. Debris was created by others, and placed by myself.
     
 
Marvel Super Hero Squad:
Comic Combat
Thunder Doom Floating Platform

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

These floating platforms were sent by Doctor Doom to attack the Hellicarrier, which can be seen in the background. All models, textures and lighting were created by me. Characters, FX and UI by others.
     
 
Marvel Super Hero Squad:
Comic Combat
Thunder Doom Hallway

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

On board the Thunder Doom, these hallways served as transitions from room to room. Models, textures and lighting were created by me. Characters and UI by others.
     
 
Shinobi
Alien Ship Hallway

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeling, texturing, materials, and lighting was created by myself. Vertex colors were used to simulate lighting and distance. Characters, UI, and FX by others.
     
 
Shinobi
Alien Ship Boss Room

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeling, texturing, materials, environment FX, and lighting was created by myself. Vertex colors were used to simulate lighting and distance. Characters, UI, Character FX, and props by others.
     
 
Shinobi
Aircraft Carrier Transition Room

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

This room served as a "safe" transition between combat levels. Environment models, textures, lighitng, lighting FX and prop placement by me, Character, props and UI by others.
     
 
Shinobi
Zeed Gardens

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeling, texturing, materials, and lighting was created by myself. Vertex colors were used to simulate lighting and distance. Characters, UI, by others.
     
 
Shinobi
Under Water Base: Sub Bay

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeling, texturing, materials, environmental FX, and lighting was created by myself. Vertex colors were used to simulate lighting and distance. Characters, UI, FX, and props by others.
     
 
Shinobi
Volcana Lava Tubes

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeling, texturing, materials, environmental FX, and lighting was created by myself. Vertex colors were used to simulate lighting and distance. Characters, UI, FX, and props by others.
     
 
Deadliest Catch: Alaskan Storm
Northwestern Sinking

Engine: Proprietary

Scene lit and composed for a promotional screenshot. Modeling and texturing by others. High resolution version not available.
     
 
Deadliest Catch: Alaskan Storm
Cornelia Marie in Heavy Seas

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

This scene was lit and composed for the game's box art. Models and textures by me, FX by others. High resolution image not available.
     
 
Deadliest Catch: Alaskan Storm
F.V. Cornelia Marie

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeled and textured based on real life photos.
  • Triangles: 11,160
  • Textures: 1x 1024
  • Diffuse, Normal, Specular
     
 
Deadliest Catch: Alaskan Storm
Coast Guard Cutter

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

The original model was purchased and then heavily modified based on a real world reference trip aboard a Coast Guard Cutter moored at Coast Guard Station Seattle. Reference photos, modeling, and texturing were created by me.
  • Triangles: 23,300
  • Textures: 2x 1024
  • Diffuse, Normal, Specular
     
 
Deadliest Catch: Alaskan Storm
Skiff

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

This model was created from reference photos taken aboard the FV Northwestern. Modeled and textured by me.
  • Triangles: 2616
  • Textures: 1x 1024
  • Diffuse, Normal, Specular
     
 
Deadliest Catch: Alaskan Storm
F.V. Shellfish

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

This ship was modeled and textured based on a real life reference trip aboard the FV Shellfish. Referenced, modeled and textured by myself.
  • Triangles: 11,951
  • Textures: 1x 1024
  • Diffuse, Normal, Specular
     
 
Deadliest Catch: Alaskan Storm
Harbor Buoy

Engine: Proprietary
Modeling: Maya
Texturing: Photoshop

Modeled and textured from photographs by me.
  • Triangles: 458
  • Textures: 1x 512
  • Diffuse, Normal, Specular
     
 

At a Glance

Current Status:

Currently Available

Qualifications:

  • 9 years Video Game experience
  • 7 shipped titles
  • 15 years professional visual experience
  • Experience in game environment pipeline
  • Experience in high and low poly modeling and texturing for video games and architectural visualization
  • Experience in team management
Relevant Software:
  • 3D Studio Max
  • Maya
  • Adobe Photoshop
  • ZBrush
  • Unity
  • Unreal
Download Resume:
 
 
     


All work property of Kayl Myers unless otherwise noted, 2015
Best viewed at min. 1280x1024 screen resolution - Last Updated: 7-14-2015