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Reckoning - Kingdoms of Amalur

(Big Huge Games) On KoA: Reckoning, I was named project art director and led the successful game pitch to both EA and 38 Studios. At the outset of this project we worked with 38 studios' IP to create an extension of their world as a 3rd person console RPG. It was challenging sharing assets and resources between the studios but we all benefited from the combined work of our teams and it was well worth it.

A concept I did of a market area.

A concept I did of a market area.

This was a concept I did for a city on a bridge. Design had the idea for a cool mechanism that would release part of the bridge during an attack.

This was a concept I did for a city on a bridge. Design had the idea for a cool mechanism that would release part of the bridge during an attack.

A city street mockup by the environment team.

A city street mockup by the environment team.

I did this sketch to help flesh out the entrance to the besieged Elven city.

I did this sketch to help flesh out the entrance to the besieged Elven city.

Prototype of our hero exploring the city streets. This was constantly being iterated on by our environment and character teams.

Prototype of our hero exploring the city streets. This was constantly being iterated on by our environment and character teams.

Sketches I did for some of the building modules.

Sketches I did for some of the building modules.

Some more iteration by the environment team. I designed the buildings to be made in a modular way allowing the team to make various combinations of different looking structures.

Some more iteration by the environment team. I designed the buildings to be made in a modular way allowing the team to make various combinations of different looking structures.

I did this sketch early on in development. It was to be the starting city where the hero is brought ashore and then makes their way up to the castle.

I did this sketch early on in development. It was to be the starting city where the hero is brought ashore and then makes their way up to the castle.

This was from the "Mercury" pitch to EA and 38 Studios. It needed to be short but packed with detail. The environment team did an amazing job filling out this forest, village and ruins.

This was from the "Mercury" pitch to EA and 38 Studios. It needed to be short but packed with detail. The environment team did an amazing job filling out this forest, village and ruins.

One of the models we shared from 38 studios. The character team brought it to life once it was rigged and animated for its critical combat scene.

One of the models we shared from 38 studios. The character team brought it to life once it was rigged and animated for its critical combat scene.

A snippet of the video we used to successfully pitch the game to EA and 38 studios.