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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. |
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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.
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.
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I was contracted by Airtight Games to make some rough early previs concepts for Dark Void. |
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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. |
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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. |
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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. |
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| The following images include college work, cancelled projects, tests, and personal work. |
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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
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