SCEE Projects (PS3)


NG3 (2006): Visual and gameplay prototypes. NG3 was the working title for research done on a next gen installment of the EyeToy Play franchise. This clip is a fly through of a prototype level we created.

NG3 (2006): Concept designs.

Tori Emaki (2007): Screenshots. I reorganized and finalized the Maya scene that hold all the assets. I also implemented and tweaked transition, particle and sound effects. Artwork was created by Gerrit Willemse.

EyePet (2008). We worked on visual and gameplay prototypes for EyePet and later participated in development of the released game and it's Move enabled follow-up.

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.

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.

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.

EyePet (2008): Screenshots featuring assets developed by the Playlogic art team for EyePet and EyePet Move edition. I worked on the designs, modelled the feeding assets and created the clouds scene.



Fairytale Fights (Xbox 360/PS3)


Fairytale Fights (2008): Early level prototype walkthrough. I created this level in Unreal 3 using available assets.

Fairytale Fights (2008): Final level screenshot. A candy mine in the woods

Fairytale Fights (2008): Final level screenshot. Falls area

Fairytale Fights (2008): Final level screenshot. Inside the Candy Castle

Fairytale Fights (2008): Final level screenshot. Multiplayer arena

Fairytale Fights 2 (2010): Early level prototype. The objective was to create a scene with less clutter to allow for better readability of the gameplay. We also increased the visual fidelity by adding surface material definition and improved lighting.

Fairytale Fights 2 (2010): Early level prototype. The objective was to create a scene with less clutter to allow for better readability of the gameplay. We also increased the visual fidelity by adding surface material definition and improved lighting.



Xyanide Resurrection (PSP/PS2)


Xyanide Resurrection (2006) Trailer

Artwork created in Photoshop to support the concept art team.

Artwork created in Photoshop to support the concept art team.

Artwork created in Photoshop to support the concept art team.

Xyanide Resurrection (2006) Level render. Environments are rendered ingame using projection on a sphere of spherical rendered and repeating video-loops that are streamed from UMD.

Xyanide Resurrection (2006) Level render. Environments are rendered ingame using projection on a sphere of spherical rendered and repeating video-loops that are streamed from UMD.

Xyanide Resurrection (2006) Level render. Environments are rendered ingame using projection on a sphere of spherical rendered and repeating video-loops that are streamed from UMD.

Xyanide Resurrection (2006) Level render. Environments are rendered ingame using projection on a sphere of spherical rendered and repeating video-loops that are streamed from UMD.

In game screenshots. Organic levels

In game screenshots. Ancient levels



Project Delta (Unreleased)


Project Delta (2005) Trailer: We produced this trailer for the E3 Show 2005. I created the destructed environment.

Project Delta Trailer (2005) still image: We produced this trailer for the E3 Show 2005. I created the destruted environment.

Research: Procedural Content Creation. Maps generated in Shake are used to generate landscape surface geometry, texturing and scattering of weeds and rocks in Unreal Edit.

Research: Procedural Content Creation. Maps generated in Shake are used to generate landscape surface geometry and texturing in CryEngine Sandbox. Just because it was too much fun I implemented some mission gameplay.

Research: Procedural Content Creation. Procedural stairs in Houdini. Heigth, Width and length of the runways can be adjusted. The number of steps and handrails are generated automatically.



Xyanide (Xbox)


Movie showing in-game footage of Xyanide (2004). I worked on many of the environments and implemented level gameplay

Xyanide (2004): Mechanic Level Prototype rendered in MAX

Xyanide (2004): Organic Level Prototype rendered in MAX

Xyanide (2004): When the planned Mechanic and Organic levels were done I started experimenting with Hybrid forms that eventually made it into the game as the final levels

Xyanide (2004): Screenshots: Mechanic level

Xyanide (2004): Screenshots: Mechanic level

Xyanide (2004): Screenshots: Organic level

Xyanide (2004): Screenshots: Organic level

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