2006 - 2008

In the summer of 2006, I moved from Toronto to San Francisco to work at Lucas Arts on a new Star Wars game called The Force Unleashed. I was hired as an Environment Artist and worked for 2 years before the studio suffered a massive round of layoffs shortly after release in 2008.

Looking back at this time in my life It really feels like a dream. I’ve always been a big fan of Lucas Films and the work that they do. Having the opportunity to work with such a prestigious company with some of the most talented artists in the world was really life changing. I have many great memories from those years. I was responsible for building some fun environments. Click through the images to see some final screenshots and early blockouts of my work. In total I worked on the Death Star Control Rooms, the Felucia planet, Jungle Descent, the ShaakTi Boss level and the Sarlaac Mouth levels, plus I helped out on a bunch of other environments and assets.

A screenshot I took of one of my level in 2008, the ShaakTi Boss fight. I was responsible for modelling and texturing almost everything in this environment. The only things I didn’t create were the giant mushrooms and the alien plants seen along the edges. I created the skydome with moving clouds, the giant Sarlaac Teeth, their saliva, the blisters that exploded when you walked over them, all terrain and terrain textures, the critical path vista views and more. This screenshot above was chosen for an article on the LucasArts in the March 2008 issue of Vanity Fair magazine.

Another environment I was responsible for was called The Nexus Sarlaac. This was a night time level with various vehicles and structures needed to be modelled along with terrain and vista views along the critical path. I was responsible for modelling and texturing all environmental elements and structures.

One of the first tasks I was assigned when joining the team was working on the Death Star Control Rooms shown below. I was responsible for all the modelling. Texturing was done by Steve Kody, Senior Environment Artist assigned to the Death Star interiors.

The Death Star Control Rooms. Modelled by me, textured by Steve Kody. Below are early Ambient Occlusion renders in Maya along with final in-game screenshots.