Fluid Dynamics

Francisco cruz fluid dynamics 01
Responsible for architect, world building, texturing & vertex painting.
Francisco cruz fluid dynamics 08
Responsible for architect, world building, texturing & vertex painting. Modeling of the damaged walls was really fun~
Francisco cruz fluid dynamics 05
Responsible for architect, world building, texturing & vertex painting. Custom collision was introduced for railings and window areas.
Francisco cruz fluid dynamics 11
Clay render. Responsible for modeling, architect, and world building.
Francisco cruz fluid dynamics 02
Inside the hydro-dam building. Responsible for modeling, architect, and world building, texturing & vertex painting.
Francisco cruz fluid dynamics 07
Inside the hydro-dam building. Responsible for modeling, architect, and world building, texturing & vertex painting. My co-worker was responsible for the hydro-generators.
Francisco cruz fluid dynamics 06
Inside the hydro-dam building. Responsible for modeling, architect, and world building, texturing & vertex painting.
Francisco cruz fluid dynamics 03
Overview of the dam. Responsible for architect, world building, texturing & vertex painting.
Francisco cruz fluid dynamics 04
One of the outpost from the dam. Responsible for architect, world building, texturing & vertex painting.
Francisco cruz fluid dynamics 09
Overview of the dam. Responsible for architect, world building, texturing & vertex painting.
Francisco cruz fluid dynamics 10
Clay render. Responsible for modeling, architect, and world building.
Francisco cruz fluid dynamics 12
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.
Francisco cruz fluid dynamics 13
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.
Francisco cruz fluid dynamics 14
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.
Francisco cruz fluid dynamics 15
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.

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.