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Project: Black Mesa
Role: Project Lead / Art Director / Lead Artist

Black Mesa is a side-project that I have been working on for several years. Myself and a team of dedicated developers from around the world are striving to re-create a decade-old favorite FPS in full high-definition current-gen glory. My role on the project has been diverse, having been involved in Level Design, AI & Systems Design, Lighting, First-person weapons, Props, Characters, FX and even UI. I have also built our team, created our website, designed the pipelines we use and generally kept the team organized and moving forward on the project.


Black Mesa Face-Creation System

Designed and built by Carlos Montero & Ivan Vavilov

The face creation system I have designed for Black Mesa is a very sophisticated yet simple system that allows us to create a wide variety of faces with very little work but high visual fidelity. The system utilizes a base face mesh to derive phenomes and other core assets that drive the facial animation system. On top of this system, it uses an optomized set of face-shaping facial morphs in real-time to deform any given face into a pre-configured appearance. The result is that in real-time we can configure any given character in game to use a combination of face-morphs, textures and submodels to create a unique individual character. Because of this system we are striving to have every character in Black Mesa have a unique personality and face.


Early testing let us prove that head-shaping morphs could be used to change a base mesh to create unique and recognizeable individuals




Experimenting with a variety of morphs inspired by other systems let us create a very versatile but realistic system. Our final system proved that we could viably make different characters from the same base mesh using morph configurations.


 

 

All of the following characters are created from the same base head, which is shared across all characters in the game.


Configuration files are used to load in a unique scientists profile of facial morph settings, skin and unique subobjects (such as helmets, glasses, and more)