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.
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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!
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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
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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
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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
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
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Jul
17
2009
If you haven’t checked it out yet, Flipn’ Monsters! is up on the App Store for $1.99. Check it out and leave a review!
1 comment | tags: iphone flipn monsters | posted in General
May
22
2009

I recently ended a nice block of crunch at work on our current project. So naturally, I kicked back and relaxed… for about 3 days then the hurt started again. But this time it was my fault.
When not working on a massive AAA title at work, 2 close friends and myself have been trying our luck at something much smaller and hand crafted. We’ve been working on a teeny tiny iPhone app called Flipn’ Monsters!. It’s a memory / puzzle game of sorts w/ a cool theme and nicely illustrated monsters… that you flip. Got it? I’ll be sure to post something when we get a bit closer to putting it out. Until then, become a fan of the Facebook page!
As if that wasn’t enough I’ve begun co-authoring a book on game art. This too has a rather short deadline so I should be posting more on it soon.
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May
22
2009
I had the chance to visit the Art Institute of San Diego - CA last week and see what some of the students are producing. Overall, the quality of work is greatly increasing. I spoke a bit about how important a solid work flow is and then gave some critique on their current projects. And, as promised, I’m posting a few links to some commonly used Maxscript library’s I use everyday at work.
-HaywoodTools - lots of good scripts in here. There is also a nice table on the site to quickly browse whats in the script pack
-SoulburnScripts - again, another great library of stuff. SoulburnScripts is by Neil Blevins. I had a chance to meet him and check out some of his stuff first hand at last years Siggraph.
Cheers!
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