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© Ryan Gilmore
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    • "Fight Scene"
    • "Fight Scene"

      Modeled using Maya and Zbrush. Textured using Mudbox, Zbrush and Photoshop. Setup in Maya and rendered using Mental Ray.

    • "Flamethrower"
    • "Flamethrower"

      Flamethrower FX created using Maya Fluids, rendered in Mental Ray.

    • "Hero"
    • "Hero"

      Zbrush sculpt of hero in progress.

    • "The Creature"
    • "The Creature"

      Zbrush sculpt and polypaint of the creature in progress.

    • "Rick"
    • "Rick"

      Zbrush render with fiber mesh of Rick Grimes character played by Andrew Lincoln.

    • "Crane Driver"
    • "Crane Driver Side"

      Military crane modeled and rigged in Maya, rendered in Mental Ray.

    • "Crane Operator"
    • "Crane Operator Side"

      Fully rigged from the tires and suspension to the boom hook.

    • "Driver Cab"
    • "Driver Cab"

      Including all the comforts of the original.

    • "Operator Cab"
    • "Operator Cab"

      There was about a month's worth of production time into this entire asset.

    • "Pre-Pro"
    • "Pre-Pro"

      An almost equal amount of time went into studying and drawing the mechanics of this mammoth machine.

    • "Bridgejump 1"
    • "Bridgejump"

      This fully playable game level was created using Maya and UDK. In this shot you can see how it derived it's name. Using lanch pads to leap across the damaged bridge you can fight your opponents in mid-air.

    • "The Alamo"
    • "The Alamo"

      This shot shows off the team's last area to defend and there are multiple ways to get here- this is your Alamo!

    • "The Alley"
    • "The Alley"

      For a sneak attack option on the flag- the path of least resistance is the way to go.

    • "CTF"
    • "CTF"

      A classic capture the flag map, this entire level was created in 28 days with just a two person team!

    • "Experience Matters"
    • "Experience Matters"

      If you've never played on a bad level then you don't know how to make a good level. Experience and testing early is the best way to work the kinks out of your design.

    • "Modern Interior"
    • "Modern Interior"

      I've always been a fan of architecture. Good design can invoke an intangible emotion in people and that has always inspired me. The scene was modeled in Maya and rendered in Mental Ray.

    • "Interior Pre-Pro"
    • "Interior Pre-Pro"

      You can't underestimate the importance of pre pro! Failure to plan will always result in a mediocre result.

    • "Bedroom"
    • "Bedroom"

      Modeled in Maya, rendered in Mental Ray

    • "Strategic Planner"
    • "Strategic Planner"

      A stand alone application I wrote in Flash for Marriott International. It was used across their brands for managemnet training purposes. All rights reserved. Marriott logos are the property of Marriott International.

    • "Flash Apps"
    • "Flash Apps"

      Over the years I created many Flash based applications and games for Marriott brand traing.

    • "Flash Web/Apps"
    • "Flash Web/Apps"

      As well as a number of web and print designs also.

    • "Flash Games"
    • "Flash Games"

    • "UI concept"
    • "UI concept"

      I find my focus these days shifting more and more towards real time rendering. I've find it requires a unique mix of 3D and 2D skills that really appeal to me.

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