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  While working on Dead Space 2 I had the opportunity to work on many aspects of the game, including; environment art, scripted sequences, interactive moments, distant panoramic vistas, visual effects, lighting, ambient occlusion baking, and technical environment art debugging for memory and performance. The following selection is a small sample of the work I did on the title where I had an abundance of ownership.

 

 

 

  One of the most enjoable parts of working on Guitar Hero is the ability to create an entire show for the viewer to enjoy. At Activision I took on some creative challenges, constructing not only environments, lighting, and vfx, but also writing scriped sequences of events that would trigger hand made motion graphic effects. Furthermore, I was able to contribute on some concept work, design, and worked on the UI.
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I constructed this entire sequence, geometry, motion graphics, scripting, lighting, vfx, etc.

 

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I constructed the majority of this sequence, with a few vfx exceptions (flying notes, particle words, white out).
All geometry, lighting, most scripting, and motion graphics are exclusively constructed by me.

 

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I constructed the majority of this sequence, except for camera work, spinning vfx/character glows, and emoticons.
Here, I figured out how to run the white out in real time. All geometry, lighting, most scripting, and motion graphics are
exclusively constructed by me.

 

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I constructed this environment entirely, including lighting and animated props. VFX and camera work
are the exception.

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I constructed this environment entirely, including lighting and some animated props. VFX and camera work
are the exception.

 

 

 

I was contracted by Airtight Games to make some rough early previs concepts for Dark Void.

 

 

  While working at Mad Doc Software, now Rockstar Games, New England. I took on many tasks which included working with other developers on items that were outsourced to us. For Brothers in Arms: Hell's Highway, I contributed with lighting.

 

 

  Also while at Mad Doc Software, we were pulled in to develop various multiplayer and co-op maps. I contributing by lighting various maps, set dressing and constructing environments, debugging, and was the point man for art solutions at our studio.

 

 

 

  I began my career working on James Bond 007: From Russia with Love at Electronic Arts as a concept artist. I worked closely with the art director to establish the look of the game, and contributed a bulk of the conceptual work to the title. This was an exceptional learning experience for me, and I was able to grow and work on texturing, modeling, and debugging as well.

 

 

 

The following images include college work, cancelled projects, tests, and personal work.

 

 

 

Hi, my name is Gerardo, I'm an artist and game developer. I've been fortunate to work on titles that have required different creative solutions; from illustration, environment modeling, lighting, visual effects, and scripting sequences.

This website is very much a work in progress, thank you for your patience as I continue to develop it and my work.

Thank you for visiting!

 

 

 

 

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ART CENTER COLLEGE OF DESIGN
BOOKER T WASHINGTON HIGH SCHOOL FOR THE PERFORMING AND VISUAL ARTS

RONALD KURNIAWAN
ADAM BOLT
JENNIFER JACKMAN
NIK DAUM
PATRICK HANENBERGER
ERICH NAGLER
HOKU UCHIYAMA
ERIC ORR