| 01 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Beam FX.
Software used: Lion (proprietary
particle system), Photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
|
|
 |
| 13 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
Superman
Returns:
The Videogame
EA - Tiburon (2006) |
|
Landing
FX.
Software used: Lion (proprietary particle
system), Photoshop |
| game created at: |
 |
 |
EA -
Tiburon
Orlando, FL |
|
|
 |
| 21 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
 |
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 |
|
|
 |