Video Games

MOTO GP

BIG BUCK HD

HALO: FIRETEAM RAVEN

WALKING DEAD

Sepang Malaysia

This environment was one of my key contributions to Moto GP. I was responsible for modeling and texturing the grandstands, buildings, and various trackside props like barriers, signs, and other elements. My focus was on ensuring a realistic and immersive experience for players. Wireframes of the most prominent buildings are included to showcase the underlying structure and design process.

Silverstone England

In this Moto GP track, developed during my time at Playmechanix, I was responsible for creating all the buildings (except for the iconic ‘The Wing’) and various props throughout the level. Additionally, I had the opportunity to design the skybox, incorporating atmospheric elements like God rays to enhance the environment’s mood and visual appeal.

Hondo Argentina

This track was a collaborative effort from the entire environment team for Moto GP. My role focused on modeling and texturing the buildings and placing various props around the track to bring the environment to life. These shots highlight my contributions in creating the immersive elements that enhance the player’s experience.


Catalunya Spain

This was the first track we developed for Moto GP, and I was responsible for modeling and texturing the large pit row building located across from the grandstands. In addition to this, I worked on the placement and design of props and assets scattered throughout the track, similar to my contributions on other levels.

Losail Qatar

Moto GP’s only night track, and one where I had near full creative responsibility. I not only handled the buildings and props but also worked on the ground elements, ensuring a cohesive and visually striking environment under the night sky.

Corleon Richardson

📍 Los Angeles, California