Prototypes
I modeled and textured this bunker unit (running in the SimCity 2013 engine upgraded to support a PBR pipeline)

I modeled and textured this bunker unit (running in the SimCity 2013 engine upgraded to support a PBR pipeline)

I provided art direction for these troop characters for a sci- fi PC city builder prototype. I provided asset integration into engine and final PBR texture tuning.

I provided art direction for these troop characters for a sci- fi PC city builder prototype. I provided asset integration into engine and final PBR texture tuning.

I provided art direction for these hero characters for a sci- fi PC city builder prototype. I provided asset integration into engine and final PBR texture tuning.

I provided art direction for these hero characters for a sci- fi PC city builder prototype. I provided asset integration into engine and final PBR texture tuning.

I provided art direction for these rebel soldier concepts and the 3D assets. I did final tuning and polish of the PBR textures and materials.

I provided art direction for these rebel soldier concepts and the 3D assets. I did final tuning and polish of the PBR textures and materials.

I laid out and dressed this proof of concept illustrating how a small set of modular buildings could be effectively used to create a visually interesting city. I modeled and textured 35% of the buildings in the scene, lit, and rendered it in Maya

I laid out and dressed this proof of concept illustrating how a small set of modular buildings could be effectively used to create a visually interesting city. I modeled and textured 35% of the buildings in the scene, lit, and rendered it in Maya

I created this external- facing style guide to detail the design language of defensive buildings for a sfi- fi PC city- builder. I designed and white-boxed the models at the bottom of the guide.

I created this external- facing style guide to detail the design language of defensive buildings for a sfi- fi PC city- builder. I designed and white-boxed the models at the bottom of the guide.

Another external- facing style guide providing an overview of the design language of defensive buildings. The concepts were painted by Frances Ngai.

Another external- facing style guide providing an overview of the design language of defensive buildings. The concepts were painted by Frances Ngai.

I created this internal style guide to summarize the design language of "dark side" buildings to the art team for a PC city- builder. The concepts were painted by Jeung Keum.

I created this internal style guide to summarize the design language of "dark side" buildings to the art team for a PC city- builder. The concepts were painted by Jeung Keum.

I created this internal style guide to summarize the design language of "light side" buildings. The concepts were paint-overs (by Jeung Keum) of my 3D whitebox.

I created this internal style guide to summarize the design language of "light side" buildings. The concepts were paint-overs (by Jeung Keum) of my 3D whitebox.

I art directed these concepts illustrating the differences in design language, color, and shape between "light" and "dark" side buildings. The concepts were painted by Jeung Keum

I art directed these concepts illustrating the differences in design language, color, and shape between "light" and "dark" side buildings. The concepts were painted by Jeung Keum

Prototypes

These are various in- game prototypes, concepts, and style guides for a PC sci- fi city builder I worked on at MAXIS before the studio was closed by EA in 2015.

More artwork
Eugene wong movingvanEugene wong tatooine1Eugene wong vaporator1