WELCOME TO AIRSHIP CREATIVE
Welcome to Airship, my humble digital art shop providing FX, simulations/dynamics, and procedural content for games and film.
With extensive experience developing production art, art pipelines, and procedural content, I can help deliver high quality art assets for your project through vision, collaboration, innovation, and hard work.
By leveraging the strengths of tools such as Houdini and Unreal, I specialize in the creation of complex technical art assets such as large scale destruction events and procedural content including:
· Real-time & Pre-rendered VFX
· Technical Art, Scripting, and Advanced Materials
· Pyro, Smoke, & Fluid Simulations / Rigid & Soft Body Dynamics
· Procedural Content (via Houdini Engine for Unreal, Unity, or proprietary game engines)
If you would like to discuss a project, you can contact me at: ewan@airshipcreative.com
PARTIAL CLIENT LIST
VOLUMETRIC EXPLOSION IN UNREAL
I did some fun VR pyro work in Unreal for a client that involved falling through and air burst explosion.
HOUDINI TO UNREAL QUICK TIP
Down and dirty way to generate animated (subUV) ripples and bubbling liquid surfaces.
VINES IN UNREAL
And here is the vine asset in Unreal
EAZY-GROW VINE MACHINE
Tool to create art directable, animated growing vines that respond to wall geometry (normals) to avoid vines growing into walls.
PROCEDURAL CONTENT: ROAD TOOL
Generating a road from a spline to which the terrain and procedural ecosystem adapts. The output data includes AI meta-data to control the traffic flow.
PROCEDURAL SETTLEMENT GENERATOR
Created this procedural settlement generator with "areas of influence" for AI factions.
EVERYONE LOVES LEGOS
Messing around after being inspired by Animal Logic's amazing work on the Lego Movies. Houdini is really the perfect tool for this kind of thing.
ROTOR WASH
Helicopter rotor wash setup based upon rotor vector and distance. I added the velocity visualization because I thought it looked cool.
OLDIE BUT GOODIE: THE ORION GENE
I had a blast working on The Orion Gene short film for the Kino Kabaret de Montreal film festival with my friend Jesse Malcolm Sweet which we had 72 hours to complete. I did the ruins at the pond digital matte, muzzle flash, and iris replacement on the creature.
AHOY MATEY!
Had some fun in my free time playing around with a galleon model simming an ocean (haven't done that before), with supporting pyro and cloth. Hardly production quality but still a fun exercise.
Avengers: Infinity War
FX TD
Industrial Light & Magic, San Francisco
FILMS
Skyscraper
FX TD
Industrial Light & Magic, San Francisco
Bioshock 2 DLC: Minverva's Den
Lead FX Artist
2K Marin
Mafia 3
Technical Art Director
Hangar 13 Games
Bioshock 2
Primary FX Artist
2K Marin
GAMES
Calisto Protocol
FX / Tech Art
Striking Distance Studios
Subnautica: Below Zero
FX / Destruction Simulations
Unknown Worlds Entertainment
Weird West
FX / Tech Art
WolfEye Studios
The Bureau
Lead FX Artist
2K Marin
Borderlands
Lead FX Artist (Liquid Development)
Gearbox
Damnation
Lead FX Artist (Liquid Development)
Blue Omega
Aliens Colonial Marines
3D Artist (Liquid Development)
Gearbox
Condemned 2: Bloodshot
3D Artist (Liquid Development)
Gearbox
Brothers In Arms: Hell's Highway
Art Manager, 3D Artist (Liquid Development)
Gearbox
Kinect Adventures!
FX Artist (Liquid Development)
Good Science Studio
Killzone 2
3D Artist (Liquid Development)
Guerilla Games
Fable 2
3D Artist, Assistant Art Manager (Liquid Development)
Lionhead
Rock Band
3D Artist (Liquid Development)
Harmonix
Merchants of Brooklyn
3D Artist (Liquid Development)
Paleo Entertainment
© Airship Creative 2022