As the Lead Artist throughout the early prototypes and final iteration for Infinite Crisis. I would communicate with the designers for the map designs, create greyboxes for early testing of the maps and this would assist the concept artists, as well as reference the environment artists to assist with development. In the early prototype stages, I was the sole artist for greyboxing and creating prototypes, on the environments and with each version, we grew the art team, eventually I would oversee the environment development, communicating with the designers and art director to the artists.
A montage of the early tests, greybox physics to test gameplay, footprint and initial vision to final implementation created by the environment artists.
Credit: Michael Anciello, Michal Butcher, Singer Ko, Billy Gonsalves, Lou Tammaro, Jason Welch.
I was responsible for the implementation of Havok cloth across the all the characters. A variety of different methods were used for the characters; through simple collision on a single cloth layer, overlapping layers, bone driven in HBT.
Infinite Crisis started out life as a console MOBA. Early environment and game play tests were created to support this. I oversaw the environment teams in the creation of the level, mood atmosphere and working with design in layout.
The earliest of the prototypes, used to try a cell shaded, comic book style, set in the Apokolips world.
An early test of the Amazo entrance.
Additional Credit: Michael Trainer animation, Ryan Griffon tech art.