Slave Zero
PC, Dreamcast

3rd person Giant Robot Action Shooter, published by Infogrames 1999

Established the original visual style, created/ directed concept and game art, hired and managed the art team, built proof-of-concept prototypes, wrote art + design documents, built levels/ characters/ models/ textures/ effects, initiated & maintained reference/ texture libraries, developed custom export and processing tools with engineers, produced in-engine cinematics, worked with marketing to determine asset needs and schedules, created multiple magazine cover images & other marketing art, maintained art production focus through multiple milestone deliveries to code release and international localization.

Oversaw porting of the PC game to Dreamcast, created new interface art, localized assets for Japanese & European releases, reworked levels & assets for the Dreamcast platform.

Images ©1999 Infogrames
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