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Fluid Dynamics

Zipper Interactive. Socom 4 (PS3) |Redmond, WA | November 2009 - April 2012
During my time at Zipper, I was responsible for modeling & texturing of various props & large environmental assets. I have worked along side with level designers, and set-up asset hierarchies and environmental animations. I have contributed work in both PVE and PVP experiences.

I was responsible for some of the largest pieces of this level. Architect both exterior and interior of the large control building, as well as the huge dam. The buildings had to be broken into six chunks and reassembled in the game editor due to it's bounding boxes restrictions and floating point precision. I have also done work on the PVP version of this map, Overflow.

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Responsible for architect, world building, texturing & vertex painting.

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Responsible for architect, world building, texturing & vertex painting. Modeling of the damaged walls was really fun~

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Responsible for architect, world building, texturing & vertex painting. Custom collision was introduced for railings and window areas.

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Clay render. Responsible for modeling, architect, and world building.

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Inside the hydro-dam building. Responsible for modeling, architect, and world building, texturing & vertex painting.

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Inside the hydro-dam building. Responsible for modeling, architect, and world building, texturing & vertex painting. My co-worker was responsible for the hydro-generators.

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Inside the hydro-dam building. Responsible for modeling, architect, and world building, texturing & vertex painting.

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Overview of the dam. Responsible for architect, world building, texturing & vertex painting.

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One of the outpost from the dam. Responsible for architect, world building, texturing & vertex painting.

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Overview of the dam. Responsible for architect, world building, texturing & vertex painting.

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Clay render. Responsible for modeling, architect, and world building.

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Overflow is the PVP version of Fluid Dynamics. I was responsible for re-modeling, architect, and tweaks to fit the PVE building in a PVP setting. Texturing & vertex painting work was also involved.

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Overflow is the PVP version of Fluid Dynamics. I was responsible for re-modeling, architect, and tweaks to fit the PVE building in a PVP setting. Texturing & vertex painting work was also involved.

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Overflow is the PVP version of Fluid Dynamics. I was responsible for re-modeling, architect, and tweaks to fit the PVE building in a PVP setting. Texturing & vertex painting work was also involved.

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Overflow is the PVP version of Fluid Dynamics. I was responsible for re-modeling, architect, and tweaks to fit the PVE building in a PVP setting. Texturing & vertex painting work was also involved.