Subutai Corporation

I wore many hats for this tiny start-up. Work included art direction, game design (shared with Aaron Leiby and Neal Stephenson), most of the management of the Kickstarter campaign, acted as Producer for CLANG, environment and UI art, branding, budgets and financial projections, development of investor presentations, procurement of Kickstarter rewards items and shipping thereof, and management of the demo release to Kickstarter donors.

My heart is still in art production, but I have enjoyed forays into other aspects of managing a game company.

An early protoype of CLANG was done in Valve's Source engine. The visual goal was to get the feel of an N.C. Wyeth painting. I worked with our brilliant programmer, Kristjan Skutta, on the desired rendering effects, and created all textures and models for the environments made in Hammer and 3ds Max. The character models, textures and animations were done by Jason Norgaar.

We switched to Unity and had to defer the Wyeth graphics in favor of concentrating on animation programming.

Example Images:

Subutai Corporation Subutai Corporation Subutai Corporation Subutai Corporation Subutai Corporation Subutai Corporation Subutai Corporation Subutai Corporation Subutai Corporation Our first pass at the combat UI. If I had it to do over again, I would have a bit more color contrast in the icons. The Subutai logo. This is my favorite branding work, ever. The OMVI symbol full color The OMVI symbol in t-shirt mode. A terrain mood board A mood board for warriors. NPC mood board Caslte concept Subutai Corporation The Mongoliad is hard to explain! Subutai Corporation CLANG Demo Main Menu The Petraathen Level The Cliff Level The Vault Level