SimCity 2013

Eugene wong res

In- game screenshot of low density, mid- wealth residential buildings. I built these models for geometry detail and texturing benchmarks.

Eugene wong simcityskyline

In- game screenshot of mid- wealth city

Eugene wong img 1334

In- game screenshot of a low/ mid wealth residential and commercial area. Image color shifts were done in game with CLUTs (accessible in the settings menu)

Eugene wong city1

In- game screenshot of a high- wealth residential area.

Eugene wong img 1338

In- game screenshot of a low- density, low- wealth, industrial buildings

Eugene wong img 1335

In- game screenshot of a low/ mid- density, high- wealth, industrial buildings

Eugene wong parisian

In- game screenshot of the Parisian City DLC buildings

Eugene wong simcity british city set

In- game screenshot of the British City DLC buildings

Eugene wong facadetextures

Buildings were textured using a procedural system which utilized a shader that could overlay 2 UV regions from a single atlas. Each UV tile could be spread apart with an offset to get the proper spacing between windows and other detail elements

Eugene wong office

I provided art and design direction for this High- density, high- wealth commercial building concept art by Sperasoft

Eugene wong highrise

I provided art and design direction for this High- density, high- wealth residential building concept art by Sperasoft

Eugene wong hightechindust

I provided art and design direction for this Low- density, high- wealth industrial building concept art by Sperasoft

Eugene wong coalbreaker

I provided art and design direction for this High- density, low- wealth industrial building concept art by Sperasoft

Eugene wong boutique

I provided art and design direction for this Low- density, high- wealth industrial building concept art by Sperasoft

Eugene wong modern

I provided art and design direction for this Mid- density, high- wealth residential building concept art by Ken Nguyen, final color by Sperasoft

Eugene wong supermarket

I provided art and design direction for this Low- density, mid- wealth commercial building concept art by Ken Nguyen, final color by Sperasoft

Eugene wong ep1conceptres2

I provided art and design direction for this High- density, low- wealth residential building concept art by Sperasoft for the Cities- of- Tomorrow expansion pack

Eugene wong ep1conceptindust1

I provided art and design direction for this High- density, low- wealth industrial building concept art by Ali Jamalzadeh for the Cities- of- Tomorrow expansion pack

I art directed, defined the visual language, and oversaw the design, 3D modeling, and implementation of all the "RCI" (Residential, Commerical, Industrial) buildings for SimCity 2013 (PC). In total, this encompassed over 900 unique building models and the ground textures and props that surrounded them. I worked with the very talented Frances Ngai for the internal concepts and Sperasoft in Russia for all the other concepts (note none were painted by me). 3D modeling, set dressing, and lighting was done by myself, Luke Napper, Donna Bennett, Christian St. Aubyn, Sherry Hsieh, Zheng Wang, and a huge group of artists at OF3D in Nanjing.