Jun
19
2010
It’s been almost a month since I’ve began working at a new studio, Psyonix. After 3 and half years at High Moon it was a tough decision to leave, but it was time for me to experience something new. The group and atmosphere at Psyonix is pretty great. Small and lean with an indie spirit! We’re working on some cool projects that I’m sure you’ll be hearing about shortly.
no comments | posted in General
Mar
16
2010
I’ve added my work from this past years’ Unearthly Challenge to my portfolio gallery. Working on adding some shots of just the assets themselves to post as well. Hope you enjoy!
no comments | posted in General
Mar
11
2010
It’s been a few weeks since my workshop at the Art Institute in San Diego. First and foremost, thanks to everyone for attending. The turnout was great! As promised, I’m posting some of the demo files used at the workshop for everyone to dissect.
I apologize for the delay in getting these up. I cleaned up the examples a bit and added some notes. The zip file contains a UDK package (Note: it was saved w/ the March edition of UDK. You’ll need it to open this file) with several sample materials and static meshes.
UDK Workshop Demo Files (121)
Hope you enjoy!
-Tyler
1 comment | posted in General
Feb
4
2010
Saturday, Feb 13th I’ll be doing a workshop at the Art Institute of San Diego covering lighting and materials for the UDK / Unreal Engine. Everything from basic shaders to material instances. I’ll also be covering Lightmass, Unreal’s built in GI solution. By the end of the workshop attendees should have the tools and tips they need to polish up portfolios and add that extra edge to their work. The workshop currently only costs $20 and will begin at 1pm. See you all there!
Details:
When: 1:00pm, Sat. Feb 13th
Where: Room 309
Cost: $20
no comments | posted in General
Jan
6
2010
Flipn’ Monsters! is currently being featured on the App Store under ‘Hot New Games’. Pretty cool to see it getting some attention. It’s currently in the top 200 in the US, Canada, UK, Spain, and Italy. Happy New Year everyone!
no comments | posted in iPhone
Dec
22
2009
Getting packed and ready to head out for the holidays so this is last post before the new year. 2009 was a great year. I was fortunate enough to work on several cool projects from AAA games, to an iPhone game to co-authoring a book for Autodesk. I can only hope the new year will bring more exciting opportunities. Happy holidays everyone!
-Tyler
no comments | posted in 3D, Design, General
Dec
16
2009
Today Activision and my studio officially announced our game. There is a teaser trailer up on GameTrailers.com if you want to see what what its all about. And if you’re a subscriber to Game Informer, there is a pretty cool article in the January edition talking about some story and art direction for the game. GameInformer.com is also showcasing a special section on the game, each day revealing new content (screenshots, concept art, and video). More to come!
no comments | tags: games, high moon studios | posted in General
Dec
7
2009
It was a ton of fun this year and I’m really glad we decided to join. Completing a scene like this in just 26 days working just nights and weekends was no easy feat. It could be a while before we hear anything on how we did. Thanks for everyone’s support!
no comments | posted in 3D, Unearthly Challenge
Nov
3
2009
A few friends and I decided (though a bit late, week 4 of 7) to join this years Unearthly Challenge. A lot of stiff competition though, but it should make it a good fight. We’ll be tackling a concept piece by Guild Wars 2 concept artist Jamie Jones. You can check out our progress (we’re updating the thread daily) on the Polycount forums. Critique, feedback, ideas etc are all welcome! Head on over and post!
-Tyler
no comments | posted in 3D, Unearthly Challenge
Oct
9
2009
Earlier this year I co-authored a 3ds max game foundations book. It’s finally out and available on Amazon. While it’s not a thrilling read for the more experienced, if you’re getting started or have the basics down, the sections I wrote on environment modeling, texturing and lighting should get you going in the right direction.
-Tyler
no comments | posted in General