Design Home

I was the head of the Art Team and an original Patent Holder for Design Home, our Award-winning Game. Our highly successful game resulted in the acquisition of Crowdstar by Glu and subsequently by EA for a $2.1 bln

I was hired to develop and direct an art pipeline that can handle large amounts of 3D assets, in a photorealistic setting that will work on any mobile device. This began with visual development to hit the target on quality while still being technically feasible with our engineering team. After satisfying all stakeholders, I hired, staffed, and trained an internal team of artists, and created documentation for external vendors and internal art reviewers.

Our game launched and hit number 1 in the app store for free games in the first weekend. It still is a key part of EA and the anchor of their division of Lifestyle games.

A true pleasure working with the team to take this from an idea, to a top app.

The Loading Screen I created for the Coastal Themed Series for July. Thanks to Clara Soroerta for the final color adjustments.

The Loading Screen I created for the Coastal Themed Series for July. Thanks to Clara Soroerta for the final color adjustments.

One of the Events I created which we did a large VRay render for Loading Screens.

One of the Events I created which we did a large VRay render for Loading Screens.

Here is a comparison of our in game, realtime level, next to a ray traced version. Its as close as we can get on a mobile device, while still using PBR materials and allowing the furniture to be changed and effected by the lighting and reflections.

Here is a comparison of our in game, realtime level, next to a ray traced version. Its as close as we can get on a mobile device, while still using PBR materials and allowing the furniture to be changed and effected by the lighting and reflections.

Actual gameplay. Furniture is real time, the background is pre-rendered, and we use a skybox for ambient lighting and reflections. We use PBR Unity 5 Shaders so reflective items look particularly good.

Actual gameplay. Furniture is real time, the background is pre-rendered, and we use a skybox for ambient lighting and reflections. We use PBR Unity 5 Shaders so reflective items look particularly good.

The first Look and Feel Render I completed to set the aesthetic .

The first Look and Feel Render I completed to set the aesthetic .

Another render for Marketing

Another render for Marketing

And we got number 1 in free games the first weekend.

And we got number 1 in free games the first weekend.