In January 2014 Sean Murray, CEO at Hello Games asked me to help them realize the vision for their much vaunted new Sci-Fi epic 'No Man Sky' - Drawing on influences from the great sci-fi artists of the 60s and 70s we have tried to deliver a brighter, more optimistic, and more adventurously spirited vision of the future than is typically found in the vast majority of modern Sci-Fi dystopia.
I was proud to have a hand in designing Evander, the lead character for Crytecks 2013 AAA X-Box title 'Ryse'.
I have been honored to spend over 2 years working with the amazing Shinji Mikami (creator of the Resident Evil series) and his new company Tango GamesWerks on their first title 'The Evil Within'.
Here we have just a tiny fraction of the huge body of work I've created for this amazing game! which is scheduled for release in Q3 2014 - watch this space, we will show you more once the game is released :)
It always a pleasure to work with my great friends over at Fireproof Games! Of course i jumped at the opportunity to work with them on the sequel to 'The Room' Apples game of the year 2012.
Working with the talented crew over at Rare was a great opportunity to explore some architectural design for the games remote island location. Using Romanesque architecture as our jumping off point we developed a 'derelict classical' aesthetic that reflected the core themes of this Olympian title.
I'd always wanted to make my own game and in early 2013 i got the chance when i partnered with my old pal (and coding genius) Chris Blackbourn to develop ScooterBoy - www.scooterboygame.com
ScooterBoy is a free2play free runner and is available for download on the AppStore.
we learned a hell of allot working on this game and it was an amazing experience. It was amazing fun creating all the characters, environments, and UI screens and co-designing the game and it was particularly enjoyable to take the helm once again and art direct this project.
I would love to venture another foray into the game development world again at some point when the opportunity arises.
CB (and the other CB :))
It's always a pleasure to get to design characters, especially when you get to work with old friends like Kristian G in the process. It was great fun exploring the aesthetics for these extreme sports people, trying to imagine a way into their psyche and figure out a 'real' and convincing look for each character within the constraints of a contemporary setting.
Working with EA Art Director Henry LeBounta on Promotional art for NFS Rivals was an amazing learning experience. He has terrific vision and i learned allot from working with him.
Working with Jan Bart and the crew over at Guerilla was a once in a life time experience - getting to contribute to such a massive franchise and such an evocative world was an honor and a privilege. I learned so much from them and had such a great time while we were on the project.
Its always a pleasure to work with old friends so getting the chance to help out Mike McCarthy and the crew at Lionhead on 'Fable - the Journey' was great fun, especially to work on character design under the keen eye and guidance of Mike himself.
My long and happy relationship with Lionhead studios continued with some character design work for 'Fable 3'. Its always a pleasure to work with Paul Mc, Mike and of course the man himself m Peter Molyneux.
Some of our work on the project is seen here.
worked intermittently with my good friends over at Media Molecule providing stickers and DLC content for LittleBigPlanet for over 3 years. Here's a selection of the work I completed for them during that period.
Driver 5 - Sumo Digital -
It was interesting to be involved at the beginning and the end of this project and something i'd love to do more often.
NBA Jam franchise by EA Sports. it was a fascinating opportunity and a great experience working with art director Rob Hilson designing the character look as well as designing the court environments.
here is a small segment of the work we did on this big project.
The Shoot concept art and in-game assets. It's always a pleasure to work with the great guys over at SCEE.
A number of Mobile projects for Ideaworks back in 2008/9. Maily covering promotional artwork, concept design and pitch development. It was a great experience working with our good friend Barclay Deaming who led the projects we assisted on.
Back in 2007 i was invited to create the character designs for EA Sports title FaceBreaker. Working with Art Director Greg Juby was great, he is one of the most innovative thinkers working in games today in my opinion. by specifically drawing on conflicting character traits we were able to devise what are to my mind some of the most unique and interesting characters seen in any game to this day.
Promotional art for one of the worlds most popular online freemium titles from Jagex.
Pitch development concept art for 'Infection Point' with Del Rey Books.
We worked with the Advertizing Agency PlasticWax in creating these promotional pieces for GearBox Games 'Borderlands'
Blur 2 for Bizarre Games
Pitch development concept art for 'Project Phoenix' - a joint venture between JBG and FunBitz
Here is a selection of the projects Christian and Leading Light have worked on.
Pitch development concept art for 'Justice' - for Lionhead/MGS
Pitch development concept art for 'Survivors' with Lionhead/MGS
Pitch development concept art for 'Black2' with Criterion Games/EA
Pitch development concept art for 'GunHead' with Nilo Rodis Jamero/EA
Working with Nilo was a dream-come-true! the man has such incredible insight into art direction and production design, the context of the work and how art choices effect the viewer - and incredible man and an incredible experience!!
Pitch development concept art for 'PSI' with Kuju Games
Pitch development concept art for 'Stockholm' with SCEE
Pitch development concept art for 'WipeOut2010' with SCEE
Pitch development concept art for 'Titan' with StormFront/SCEA
Early concept design work for 2Ks wonderfully original 'X-Com'. Here are a few samples of our work on that project.
Pitch development concept art for 'Ghosts' a mobile titles with SCEE
Movie pitch concept art based on HP Lovecrafts 1920 short story 'From Beyond'.
Movie pitch development for 'The Devil in the Fog' with Nathan Wiley (Director)
StreetArtJam was a pitch we created for an art tutorial App for the SONY VITA (and/or other mobile/smartphone devices) - it combined a simple yet rich set of painting tools coupled with the devices on-board camera and location tagging technology to create a package people could use to easily create unique art and virtually #tag buildings and other locations in the real world.
Concept design work and Illustration for my first novel 'Dog Boy Jack and the Dark Accord' (in development)
Production design and concept art for 'Contraption' a game in development with Modka Games.
Game pitch development for 'Your Gang' a social online MMO for children by Releaso.
Illustration work for a children's book - 'What will you be?'