Luke Napper

Simcity

- ROLE

3d artist


- FOR

Maxis


On Simcity My Role was broad based. Modeling, Texturing, Animating, outsource feedback, lighting, props, graphics (signage) file systems, art pipeline tools and documentation.

Partner Clients

Created high wealth, medium density buildings

Created for high wealth, medium density buildings

Created low wealth, medium density hotel buildings

Created low wealth, medium density buildings

Created high wealth & density hotels

Created low wealth, medium density buildings

Created high wealth, high density buildings

Created Japanese city set buildings and Sumo hall

Created low wealth, Medium density hotels

Created low wealth, medium density buildings.

Created nearly all in game foliage. Uv layout, texture sheets, color pallets.

Created low wealth, high density residential buildings

Created medium wealth, high density residential buildingss

Created low wealth, high density residential buildings

Created medium wealth, high density residential buildings

Created medium wealth, high density residential buildings

Created medium wealth, high density residential buildings

Created low wealth, high density residential buildings

Created medium wealth, high density residential buildingss

Created Medium wealth, high density residential buildings

Created medium wealth, high density residential buildings

Created medium wealth, high density residential buildings

Created medium wealth, high density residential buildings

Created low wealth, low density residential buildings

Created high wealth, Medium density hotels

Contributions: Prototyped high wealth, medium density residential buildings

Created the majority of the low wealth, low density commercial buildings.

Created high wealth, low density residential buildings

Created the majority of the low wealth, low density commercial buildings

Created high wealth, low density residential buildings

Created the majority of the low wealth, low density commercial buildings

Created high wealth, low density residential buildings

Created the majority of the low wealth, low density commercial buildings

Created high wealth, medium density residential buildings

Created a 1890's balloon for the balloon park


Electric transformer models for the lots, Textures and models for the solar panels

Created medium wealth, high density residential buildings

Created the majority of the low wealth, low density commercial buildings

Created high wealth, high density residential buildings

Created the majority of the low wealth, low density commercial buildings

Created the majority of the low wealth, low density commercial buildings

Created the majority of the low wealth, low density commercial buildings

Created the majority of the low wealth, low density commercial buildings

As the first 3d artist brought onto the Simcity project. I prototyped and created a good portion of the games residential, commercial and industrial (RCI) assets. I was influential in delivering the distinctive Maxis style and prototyping the visions from art directors, production and tech art.

We had incredibly tight polygon budgets that required critical thinking to work effectively. I was able to document several workflows that detailed the pipelines to new artists and outsourcing partners.

I did a large amount of technical data side setup for in game units. Placement for actors, lot objects, cars, dumpsters, signage, fire/smoke effects, lights, rubble, walking paths, foliage, bounding boxes, ect…)

In addition to modeling buildings,

I animated a great deal of the buildings.

  1. Hand authored 3 levels of LODs for each building assets. *This work was done by hand because our models were non manifold geo.