UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
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When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
SHOW NO TELL
This video that was directed by myself (and produced with the efforts of a number of key people on the team), and served as a proof of concept for a major milestone/exec review.
The key differentiator was an instance that would dynamically scale its content and difficulty based on the number of players in your raid group.
We utilized picture in picture to illustrate the differences between 1 player and 3 player groups within the same instance. By differentiating the time of day, spawned monsters, combat triggers, and spawn locations, we were able to offer a dramatic alternative to the look and feel while maximizing the same environmental and core assets.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
SHOW NO TELL
This video that was directed by myself (and produced with the efforts of a number of key people on the team), and served as a proof of concept for a major milestone/exec review.
The key differentiator was an instance that would dynamically scale its content and difficulty based on the number of players in your raid group.
We utilized picture in picture to illustrate the differences between 1 player and 3 player groups within the same instance. By differentiating the time of day, spawned monsters, combat triggers, and spawn locations, we were able to offer a dramatic alternative to the look and feel while maximizing the same environmental and core assets.
NCAA BASKETBALL 10
Role: Art Director | EA Sports | 2009
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As with past years, I was able to work on improving core visuals while also looking to make the game feel more authentic.
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Investments were made in customizable features such as a broader range of hair styles and body art. My favorite feature of this year though, was the ESPN and CBA Sports branding.
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I knew we held the licensing for both brands, but neither NBA or NCAA had previously leveraged these licenses in a way that really brought the broadcast presentation treatment to our games. This was the year I looked to change that.
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We created a large number of full screen wipes, leaderboard graphics, and scorecard visual effects. Since we lacked the ability to have a movie player in our game, everything needed to be created as 3D assets made to look like broadcast graphics. The end result brought real authenticity to the game.