The Saboteur: XBOX 360, PS3

  • sab_01 Software: Softimage XSI 6.5, proprietary engine.
    Duties: I redesigned this area placing all assets you see, and the terrain painting and manipulation. I also built the tanks and wine barrels. This is an in-game image during high Will To Fight.
  • sab_02 Software: Softimage XSI 6.5, proprietary engine
    Duties: I built the train tank geometry, set up shaders, laid out texture UV's, and created pristine & damage states. This is an in-game image during high Will To Fight.
  • sab_03 Software: Softimage XSI 6.5, proprietary engine
    Duties: I built the train tank geometry, set up shaders, laid out texture UV's, and created pristine & damage states. This is an example of the damage state. This is an in-game image during high Will To Fight.
  • sab_04 Software: proprietary engine
    Duties: I redesigned this area, creating the mini park & placing all assets you see. I also did the terrain painting. This is an in-game image during low Will To Fight.
  • sab_05 Software: proprietary engine
    Duties: I redesigned this area, placing all assets you see. I also did the terrain painting. This is an in-game image during high Will To Fight.
  • sab_06 Software: proprietary engine
    Duties: I placed all the farmers market assets in Les Halles & created the individual stand modules to be used throughout the game.This is an in-game image during high Will To Fight.
  • sab_07 Software: proprietary engine
    Duties: I placed all the farmers market assets in Les Halles & created the individual stand modules to be used throughout the game. This is an in-game close up of one of those modules during high Will To Fight.
  • sab_08 Software: proprietary engine
    Duties: The workers sweeping, shoveling, and hammering are examples of the "Living World" ambient animations I placed. This is an in-game image during high Will To Fight.
  • sab_09 Software: proprietary engine
    Duties: The woman crying, man consoling her, and the man sitting on the ground are examples of the "Living World" ambient animations I placed. This is an in-game image, showing ambient anims only used during low Will To Fight.
  • sab_10 Software: proprietary engine
    Duties: The yellow circles and paths on the ground are AI Sidewalk nodes I placed throughout the game. They "guide" the civilian AI where they can and cannot walk. This is an in-game image during high Will To Fight.
  • sab_11 Software: proprietary engine
    Duties: Another example of the complex AI Sidewalk nodes. The yellow circles and paths on the ground are AI Sidewalk nodes I placed throughout the game. They "guide" the civilian AI where they can and cannot walk. This is an in-game image during high Will To Fight.
  • sab_12 Software: Softimage XSI 6.5, Photoshop CS4, proprietary engine
    Duties: I built the tent geometry, created the textures, set up shaders, and laid out texture UV's. This model was built to be used in DLC.