Forza Motorsport
I visited Tsukuba Circuit to document, measure, and photograph the track for reference. I modeled and textured  everything for the track with the exceptions of the trucks and tents. The track was assembled and lit in 3DS Max.

I visited Tsukuba Circuit to document, measure, and photograph the track for reference. I modeled and textured everything for the track with the exceptions of the trucks and tents. The track was assembled and lit in 3DS Max.

Real- world structures from the Tsukuba Circuit modeled/ textured from photo reference.

Real- world structures from the Tsukuba Circuit modeled/ textured from photo reference.

More Tsukuba buildings.

More Tsukuba buildings.

Forza Motorsport

I was extremely fortunate to have helped launch the Forza Motorsport franchise (XBOX) back in 2005. As one of the founding members of the team, I had the privilege to help create the prototype that convinced Microsoft to invest heavily to bringing this Gran Tourismo competitor and new IP to market. I collaborated closely with Gavin Vaden, Mark Peasley, Matt Collins, John Wendl, and a host of invaluable contractors throughout the development process to define environment creation workflows and deliver high- quality track environment art.

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