Monday, January 1, 2018

Creature for Gladiotron

Creature I made for a game I'm working on called Gladiotron.  I've drawn some inspiration from the Metroid universe and this character is inspired by the Chozos.

Tuesday, December 6, 2016

Wednesday, August 24, 2016


Just a few alien creature doodles.  Big medium and small. 


Wednesday, March 16, 2016

Sunday, March 6, 2016

More shader tests from 3D Coat

This time using 4.5.30 beta...This texture was baked from a PBR sculpt shader on a high poly object.  I didn't really have to do any texture work at all.  Everything is being pulled from the shader. The only adjustment I made to the texture after baking to low poly was to paint a darker tone into the cavities for more definition.

Tuesday, March 1, 2016

And another one

Man am I impressed with this new build of 3D Coat!  If you haven't already, definitely go check it out.

3D Coat new beta 4.5.29

Messing around with the physically based sculpting shaders in 3D Coat.

Impressive stuff!  Can't wait to delve deeper.  This is the newest beta.  4.5.29

Friday, November 13, 2015

Which one should I finish?

I did a clean up of a rough sketch for one of my classes.

Leave a comment and let me know which one you like the best!



Sunday, September 27, 2015

Wednesday, September 2, 2015

Andrew Wiggins Canada Basketball poster

Hey Everyone, I finally finished this off.  It's taken a few days off and on.  Hopefully you like it. 

I'll have copies at Toronto Fan Expo.  I'm at booth a331 if you want to stop by. 

I've also made it available as a print t-shirt, sticker and more on my Redbubble store.

Check it out here!

Take care,


Monday, August 31, 2015

Canada Basketball - Andrew Wiggins

Hey Everyone,

In commemoration of Canada fielding it's strongest mens basketball team ever.  I'm making a poster.

This is still a WIP, so let me know what you think.  Any comments or crits are welcome.  I still have time to make some changes.



Tuesday, August 25, 2015

Tuesday, August 18, 2015


This was supposed to be a quick doodle but, I spent a few hours on it.  I'll upload a process video to Youtube later.

Take care!


Edit:  My screen recording software didn't capture anything!  Don't use Mirrilis Action.  It's let me down for the last time.  I'm going to use Bandicam from now on.  So no process video unfortunately.  Sorry about that.


Wednesday, August 12, 2015

Gladiotron! Commander Bean comic

Hey everyone,

I'm developing a comic for Gladiotron, this is the first panel...I have a lot more to do, but hopefully you like it!

Take care,


Sunday, July 19, 2015

Messing around, sculpting in 3D Coat

Hey everyone,

I did a quick sculpt in 3D Coat last night and then I rendered it out in Blender.

Thursday, July 2, 2015

3D Coat creature

Decided to paint an old sculpt in the new version of 3D Coat (ver 4.5).  It was actually pretty easy to get things looking good.  It was vertex painted and the model is about 1.5 million polygons so the details don't hold up on close inspection.  Just wanted to see what I could do with it.

Still no sub surface scattering, but it'll be nice when they add it in.  All work done in 3D Coat.



Wednesday, June 24, 2015


Messing around with design and form in Photoshop the other day.  This is the result!



Tuesday, June 9, 2015


I kept the nose pretty much the same, everything else changed a bit as I was polishing things up!

Monday, May 25, 2015

Friday, May 1, 2015

Help me decide!

Which one do you like better?

I have to get one printed out for TCAF next week where we'll be showing our game Gladiotron. 

I need to know by Sunday if possible thanks for helping!  Just leave a comment saying either a or b.

Take care,


Thursday, April 30, 2015

Gladiotron Poster and meet us at TCAF!

Hey everyone,  Gladiotron is progressing nicely!  We'll be at TCAF on May 9th and 10th at the Toronto Reference Library.  If you're in town, come by to say hi and check out the game!

Take care everyone,


Thursday, March 5, 2015

Welcome to Gladiotron (in robot voice)

Hey everyone,

Here are a few shots from a game my company, Full Circle CS has been working on off and on for a couple years (I think 3yrs actually, but who's counting?)  Anyways,  I've recently decided, now that things are settling down in my life for the time being, to make a concerted push to get this game out in the next few months (We'll see what happens!)

If you remember a game called Smash TV for SNES, that's the basic inspiration.  Although, trying to keep the concept as clean as possible, I wanted the enemies to be robots instead of people (or zombies for that matter)

Me and a couple of colleagues, Tony Tie (Producer/Make things happen guy) and Greg Wright (All around 2D/3D art generalist and co-founder of Full Circle CS) set out to make a really simple and easy to finish game, after the first project we embarked on proved to be too ambitious for us.  Especially since we didn't know any programmers!

Anyways, long story short, we set out to make a simple game, that we ended up making way to big and complicated and we were going to make it all in 2d using a cool game engine called Engine 001 (coming very soon to steam, keep an eye out).  Tony managed to track down the talented creator of the engine and proposed having him support us in making our game using the engine.  At the time, Unity was becoming a big deal and Mike (The creator of 001)  was pretty busy just making the engine so couldn't help us with our particular game too much.  So Tony, being Tony found another talented developer named Nikita K.  (He has kind of  a long last name, don't want to mess it up!) .  Anyways, he expressed some interest in learning the Unity platform, so we switched our 2d game over to Unity.  Me being pretty naive said 'Hey!  Let's make the game in 3d since we're using a 3d engine!  We'll be able to finish it off in a couple months!".  Silly, silly me.  2.5 half years later, much of which was spent not working on the game at all.  I spent a year in between doing art for the game game Buzzle with my other company Glowbug Labs that I started with some friends I worked with at Gameloft.  All the while doing my best to spend quality time with my growing family and working full time, and teaching part time.

It was a pretty crazy 2 years to say the least.  So at the end of 2014, being too busy and failing to live up the the expectations I had of myself with regards to work.  I did some soul searching, and I decided to cut back on the freelance, and extra stuff, so that I could really enjoy my free time with my family and friends.  And when the opportunity presented itself.  Work on projects that I was very passionate about.  Which led me back to Gladiotron.  We had a really talented team of people breath life into the game in the form of animations, models, music, and sfx.  So I just really wanted to recommit myself to the completion of the game.  Not to mention, 2 years ago, I made a pact with Tony and Greg that I wouldn't cut my hair until the game was done (originally it was my beard, but that got pretty ridiculous pretty fast, so I had to switch it up), so now my hair is really long, and I kind of want to keep it, but that's a different story for a different day.

Back to the game!

Gladiotron is a dual analog multidirectional shooter, similar to Smash TV and more recently, Zombiewood.  So the playstyle should feel very familiar, but with a few twists that we'd like to implement.

 So anyways, Nikita is back on board, Greg is back on board, I'm back on board, we have some talented interns helping us and hopefully we'll be able to release something really cool in the next few months.  Our goal is to get the game onto the Wii U indie shop, since I'm such a huge Nintendo fan.  The longterm goal is to become a new Rare, making original games, with original characters, that fit comfortably with Nintendo's great lineup of family friendly games.

So there it is, my long ramble about this game that we're making.  We'd love to find ways to better engage with potential players, so I'll do my best to update this space and share my adventure in trying to release this game!

Take care everyone,