Jonathan Wood
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Individual Shot Breakdown for My FX Video Game Reel
 
Below is a list of game captures on and what I did with the asset(s).

 
#
Demo Reel Capture
What I Did With The Asset(s)
 
01
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Wrote the HLSL shader for the Super Speed blur (radial blur).  Particle system for the inanimate particles flying through the sky in Super Speed.  Impact FX ( particle system ) when Superman hits the building.
Software used: HLSL, RenderMonkey (for look development), Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
02
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Combo attack hit FX (blue ring).  Heat Vision Burst FX.  Wrote the shader for the radial blur.
Software used: HLSL, RenderMonkey (for look development), Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
03
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Gun Blast FX.  Superman spin trail FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
04
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
The FX on the robot's head.  The car explosion FX and smoke.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
05
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Metallo green glow FX.  Heat Vision FX (Maximum power version).
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
06
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
The outer part of the twister (particle system) and explosions.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
07
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Bizarro's Heat Breath, explosions and smoke FX.  Landing impact FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
08
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Wrote the shader for freezing characters and objects.  The shader would blend from the original material settings to completely frozen, distorting the color texture maps and changing the specular.  Created the frozen ice shatter FX.
Software used: HLSL, Maya (for look development), Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
09
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Burning tree FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
10
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Fire and smoke FX.  Super Breath FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
11
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Cooling tower smoke FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL

 
12
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Beam FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
13
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Beam out FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
14
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Tanker explosion FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
15
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Wrote the shader for Overkast.  OverKast would change color depending on how much damage he would take.
Software used: HLSL, Maya (for look development), Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL

 

 
16
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Fire and smoke FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
17
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Magnetic FX. Superman's Heat Vision (maximum power).
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
18
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Superman's Heat Vision (normal strength).  Metallo's impact FX.  Explosions.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
19
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Superman's Heat Vision, Heat Vision Impact FX.  Electric FX.  Wrote the shader for the Burn FX.  The shader would blend between the objects original materials and a red version of the object and then to a burnt state.  If the user released the trigger before the burnt state was complete than the object would blend from the red hot state to it's original color.
Software used: HLSL, Maya (for look development), Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
20
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Landing FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
21
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Dome Impact FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
22
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Metallo's dome FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
23
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Overkast orb FX.   Wrote the shader for Overkast.  OverKast would change color depending on how much damage he would take. 
Software used: HLSL, Maya (for look development), Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
24
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Wrote the shader for freezing characters and objects.  The shader would blend from the original material settings to completely frozen, distorting the color texture maps and changing the specular. 
Software used: HLSL, Maya (for look development), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
25
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Water wake FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
26
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Ground trail FX when Superman runs at Super Speed.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
27
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Wrote the shader for the Burn FX.  The shader would blend between the objects original materials and a red version of the object and then to a burnt state.  If the user released the trigger before the burnt state was complete than the object would blend from the red hot state to it's original color.
Software used: HLSL, Maya (for look development), photoshop
game created at: EA - Tiburon
Orlando, FL
 
28
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Metallo's beam FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
29
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Generator explosion FX.
Software used: Lion (proprietary particle system), Photoshop
game created at: EA - Tiburon
Orlando, FL
 
30
scene 1
Superman Returns:
The Videogame

EA - Tiburon (2006)
Wrote the shader for freezing characters and objects.  The shader would blend from the original material settings to completely frozen, distorting the color texture maps and changing the specular. 
Software used: HLSL, Maya (for look development), photoshop
game created at: EA - Tiburon
Orlando, FL