Prototypes

Eugene wong bunker

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

Eugene wong char1

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.

Eugene wong char2

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.

Eugene wong char3

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.

Eugene wong city

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

Eugene wong styleguide3

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.

Eugene wong styleguide2

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

Eugene wong styleguide4

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.

Eugene wong styleguide5

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.

Eugene wong plutobldgconcept

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

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.