The Force Unleashed- Ultimate Sith Edition
I designed, set dressed, created all the assets in, and lit this arena based on extensive research of the Rancor pit set from Return of the Jedi. I did not create the Rancor and player character models.

I designed, set dressed, created all the assets in, and lit this arena based on extensive research of the Rancor pit set from Return of the Jedi. I did not create the Rancor and player character models.

I art directed, tuned the textures and materials of, and lit this real- time cutscene in LucasArts' Zeno level editor. The environment was modeled by Matt Koehler and characters by the character team.

I designed, set dressed, created all the assets in, and lit this elevator shaft in Jabba's palace.

I designed, set dressed, created all the assets in, and lit this elevator shaft in Jabba's palace.

Another view of the shaft with the platform lowered.

Another view of the shaft with the platform lowered.

I designed, set dressed, created all the assets in, and lit this dungeon corridor.

I designed, set dressed, created all the assets in, and lit this dungeon corridor.

Another view of the dungeon corridor and doorway.

Another view of the dungeon corridor and doorway.

Geometry of the breakable rock formations in the Rancor pit- sculpted in Mudbox.

Geometry of the breakable rock formations in the Rancor pit- sculpted in Mudbox.

Rancor pit wireframe.

Rancor pit wireframe.

Dungeon corridor wireframe.

Dungeon corridor wireframe.

Elevator shaft wireframe.

Elevator shaft wireframe.

The Force Unleashed- Ultimate Sith Edition

I was the Environment Art Lead for the Tatooine level of the The Force Unleashed DLC pack- released in 2009 for Xbox360 and PS3. This level started outside Jabba the Hutt's palace, proceeded into the depths of his dungeons, and culminated in a duel between Obiwan and Starkiller at Mos Eisley's Docking Bay 94. I worked closely with the very talented Bob Archibald, Matt Koehler, and James Ho on this level. Each of us was responsible for all the modeling, texturing and lighting for specific parts of the level.

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