2018: Astronaut Lizard. Based on a design by Gerrit Willemse. Created in 3ds Max, Mudbox & Substance Painter. Rendered in Unreal 4

2018: Astronaut Lizard. Based on a design by Gerrit Willemse. Created in 3ds Max, Mudbox & Substance Painter.

2013: The Monk. Sculpted in ZBrush and taken into Maya as a low-poly mesh using baked Poly-paint, Normal, AO and Cavity maps.

2013: Turned the Monk into a character for the Magic Lantern Concept. The mask is to protect him against the poisonous air. All sculpted and poly-painted in ZBrush, baked in XNormal and rendered in Maya.

2013: Some details from the mask for the monk. All sculpted and poly-painted in ZBrush, baked in XNormal and rendered in Maya.

2015: Fire Hydrant. Modelled in 3DS Max. Shaded and Rendered in Substance Painter

2013: Lioness. Base mesh modelled in Maya, then sculpted and painted in ZBrush.

2013: Lioness. Base mesh modelled in Maya, then sculpted and painted in ZBrush.

2013: Concept for a Lighthouse inspired by Half-life Combine architecture. Modelled in Maya.

Idol Hands (2012): Early concepts for HUD elements, Village centre, Meteor power and Lightning power.

adidas miCoach (2012): Early designs for miCoach training grounds, indoor training environment and HUD treatment.

adidas miCoach (2012): Final training environments: Home Conditioning. Build in Maya as used in game.

2012: I created these concepts in Photoshop for a pitch based on Great Expectations. Jumping in time is illustrated by having the same setting in different seasons.

2011: Early concept designs for kids game based on Superheroes featuring Xbox Avatars. Done in Maya.

EyePet (2008): Prop prototypes and style research: Early in the project we did a lot of visual prototyping. EyePet was to become a tangible experience so material definitions were very important.

Fairytale Fights (2008): Screenshot: Multiplayer arena (Harbour). Done in Unreal 3

Fairytale Fights 2 (2010): Early level prototype. The objective was to create an environment with less clutter to improve readability of the gameplay. We also increased the visual fidelity by adding surface material definition.

Xyanide Resurrection (2006): Artwork I created in Photoshop to support the concept art team.

Magic Lantern (Concept) 2010. This is a scene I've been working on in my private hours. It's a huge steam engine that I modelled in Maya to visualize a game concept called "Magic Lantern".

Magic Lantern (Concept) 2010. This is a scene I've been working on in my private hours. It's a huge steam engine that I modelled in Maya to visualize a game concept called "Magic Lantern".

Magic Lantern (Concept) 2010. This is a scene I've been working on in my private hours. It's a magic lantern. Creatures on the dial can be brought to life by projecting them on the wall.

Magic Lantern (Concept) 2010: A high speed steam train modelled in Maya.

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