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