Jonathan
Shaller
Digital Sculptor & Video Game Artist
Above is my Forbidden City UDK project. All assets and content are original creations built by myself from reference I collected whilst visiting China. During this project I learnt the fundamentals of shader building, Kismet, lighting techniques, particles, dynamics, L.O.D ing, Matinee, and simple HUD systems implemented with Flash.
Above is my Forbidden City UDK project. All assets and content are original creations built by myself from reference I collected whilst visiting China. During this project I learnt the fundamentals of shader building, Kismet, lighting techniques, particles, dynamics, L.O.D ing, Matinee, and simple HUD systems implemented with Flash.
Above is my Forbidden City UDK project. All assets and content are original creations built by myself from reference I collected whilst visiting China. During this project I learnt the fundamentals of shader building, Kismet, lighting techniques, particles, dynamics, L.O.D ing, Matinee, and simple HUD systems implemented with Flash.
Above is my Forbidden City UDK project. All assets and content are original creations built by myself from reference I collected whilst visiting China. During this project I learnt the fundamentals of shader building, Kismet, lighting techniques, particles, dynamics, L.O.D ing, Matinee, and simple HUD systems implemented with Flash.
Call of Duty Strike Team is the latest mobile CoD experience to reach the Iphone and Ipad. I created sections of scenery, a range of weapons, vehicles, trees, foliage, props, and level décor.
Call of Duty Strike Team is the latest mobile CoD experience to reach the Iphone and Ipad. I created sections of scenery, a range of weapons, vehicles, trees, foliage, props, and level décor.
(PS3, XBox 360 and PS2)
(PS3, XBox 360 and PS2)
(PS3, XBox 360 and PS2)
My responsibilities as an environment artist were to create levels from block out, camera work, modeling, texturing, lighting and environmental animations. I am responsible for everything within these screenshot's except for character's and user-interface. (PS2, XBox and Gamescube)
My responsibilities as an environment artist were to create levels from block out, camera work, modeling, texturing, lighting and environmental animations. I am responsible for everything within these screenshot's except for character's and user-interface. (PS2, XBox and Gamescube)
As an environment 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 site. (PS3, XBox360 and PS2)
Winner of The Guinness Book Of Records - "World's most popular free MMORPG". (PC) Working as a lead environment artist my responsibilities were to lead a team of up to 15 artists to push the graphical boundaries using in house tools, as well as remodelling Runescape's legacy assets.
Winner of The Guinness Book Of Records - "World's most popular free MMORPG". (PC) Working as a lead environment artist my responsibilities were to lead a team of up to 15 artists to push the graphical boundaries using in house tools, as well as remodelling Runescape's legacy assets.