Friday, May 20, 2016

DOOM OUT NOW!



People seem to like it :)


Thursday, May 5, 2016

DOOM LAUNCH TRAILER

I sometimes talk about highlights of my career, and hands down, the last few years working on this project, with this team, has been the most fun and rewarding experience so far. I am so fortunate that I have been able to be a part of this project and am still in aw of the sheer talent of this team. LAUNCH TRAILER GOOOOOO!!!



BONUS Doom Cinematic Trailer:

Thursday, May 28, 2015

SEE YOU AT E3!!!



See you at E3!!!! Check out this super brief teaser explaining the situation!!!

Me and quite a few other id Software peeps will be at the Bethesda Showcase Sunday June 14th in Los Angeles at the Dolby Theater!!! No worries if you can't attend, it will be live-streamed globally!!!

Love this project and team!!! E3 IS GOING TO BE TOTALLY AWESOME!!!

-Colin

My Website


Tuesday, June 10, 2014

DOOM - TEASER


Humbled, honored, and excited to be a part of the amazing team at id Software working on the legendary franchise DOOM! Here is the first TEASER!! SEE YOU AT QUAKE CON!!!!!!

Register for Quakecon 2014 !!! Its free!! (For general entry)

Also be sure to LIKE the official Doom Facebook page!! 

Super excited!!!

-Colin

Monday, February 10, 2014

New Job! id Software!


I haven't updated in quite a while... but more importantly, here is the newest and biggest piece of news! In December of last year I packed my bags and moved to Dallas (Richardson specifically) Texas to Join the team at id Software. I feel very honored and humbled to join such a legendary production house. Here are a few of their past projects we've enjoyed over the years:


Now that I've been here a couple months I can safely say it is a solid team, working on an awesome project. I feel that much of the past five years of my career have been building to , and training me for this opportunity. I am also excited that I finally get to work with Hugo Martin  . Coincidentally, he was one of my first teachers when I moved to LA. Though everyone I've met and had the honor of working with there has been equally awesome. Dallas has also been an exciting adventure, as I actually went to highschool in the area, and have been reconnecting with old friends and exploring how the city has changed.

While I am hoping to make it to a few Game Dev events this year, everyone should come to Dallas in July for Quake Con 2014 to hang out!!! Its going to be totally awesome and there will be lan parties everywhere (though technically the whole thing is a massive lan party)!!!!!!!  It is totally free!!!


In other news,  I briefly worked for Trion Worlds in San Diego on expansions and season 2 development for "Defiance". I did enjoy working with the team there, though sadly the studio shut down shortly after I started. I still enjoyed the experience as it introduced me to new friends, and new perspective on the industry.

To Infinity and Beyond!

-Colin


Friday, August 2, 2013

Insomniac's FUSE Concepts


Here is a collection of more finalized concepts for Insomniac's latest game FUSE, for Xbox and PS3. Released in may, this is the first time Insomniac worked on a multi platform title. It was a great experience working on this project with the team! 

I plan on uploading it all to the blog, but until then, there is more on my website!

All Images © Insomniac Games 2013. All rights reserved.

















Thursday, June 6, 2013

FUSE Sketchbook

During game production ideas generally start with a sketch. Sometimes that sketch goes on to be a super sweet looking concept or illustration. Sometimes there isn't enough time for that and sketches are just used to help ideas get out there and production takes what they can from it and moves on. These are some of those sketches. Most of these where done during a period of time early to mid 2011- mid 2012.  Many where just a stepping stone for other ideas. I'd say at least a few are final concepts ( first image).

All Images © Insomniac Games 2013. All rights reserved.


Occasionally we also did sketches to help the team layout levels. None of these represent the layout of the final game levels, but it was a fun experience during development. Also note all the names here are for a very outdated version of the script.