My focus was level/zone art (building components/assets and putting them together using Maya and our editor) but I also worked on some layout, lighting, textures, icons, skyboxes and assisted with a few of the scripted sequences for the game.
Personal Environment Art Keystones:
Depth - by using fog to create value separation to split the environment into clear planes
Silhouette - using layered alphas to create interesting shapes (ex. trees, rocks, spikes etc.)
Points of Interest - using lighting and color to focus the viewer (torches,lava, local fog)
Story - tell a simple story (ex. parts of a bridge collapsed due to a past war, old ropes and pulleys to move supplies, abandoned campsite, barricades, ruins etc.)
Diablo 3 Launch Pics (Irvine Spectrum 5-14-2012)
I added the extra challenge of not cutting my hair.
At the signing table with a few of my fellow Team 3 members (along with another Kevin Griffith).
Pinto's beard and my hair.
The Bankards, my wife Constance and Jay.