Game and Project Highlights:
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Gobsmax Galaxy Game
Asteri
Gobsmax Galaxy Game is a free to play mobile game that brings to life the world of the gobsmax toys, a wildly popular toy franchise in Europe, Australia, and parts of Asia. The mobile game was created to pave the way and generate buzz ahead of the toy's debut in the US. The game is primarily a launcher but, has other various play styles via several mini games.
Art Direction: Brian Maricle
Artists: Victoria Wheeler, Keith Parker, Emilie Vaccarini, Michael Chapman,
Mike Foster, and Kindal Dewitt
Game Design: The whole team participated, led by Matthew Bryant
Producer: Dennis Harper
Programmers: Eric Rogers, Melissa Rogers, Jared Thibideux, Dylan Guidry
Tools: Unity - 3DS Max - Photoshop - ZBrush - Substance
Project length: 6 months, so far. Ongoing.
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The Future of HR
Envu
The Future of HR is an interactive cinematic experience that emulates a virtual rollercoaster ride through a sci-fi city where the audience must help to save the human resources industry of tomorrow.
Art Direction: Brian Maricle
Artists: Melissa Yancey, John Carlson, and Brian Maricle
Game Design: Brian Maricle, Etienne Laganiere, and Ryan Zurschmit
Producer: Etienne Laganiere
Programmer: Ryan Zurschmit
Tools: Unity - CScape - 3DS Max - Photoshop - Speedtree
Project length: 9 weeks
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Journey
Envu
Journey is a VR fly-through, hidden object game that delights users young and old alike with dazzling environments to explore and a fun "easter-egg" hunt. It was a companion app to the kayak game, was made to fit in the same universe, and was developed simultaneously with it.
Art Direction, Environment Design, and Level Design: Brian Maricle
Game Design: Brian Maricle, Etienne Laganiere, and Ryan Zurschmit
Programmers: Ryan Zurschmit
Tools: Unity - World Creator - 3DS Max - Photoshop - Megascans - Speedtree
Project length: 5 weeks
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Blast
Envu
The Blast is a productized series of high energy "thrill-ride" games that have gesture-based interactions. I was Art Director for two of the three releases of this game, Space Adventures and Extreme kayaing
Space Adventures
Kayak
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Capital One #FanAntonio
Envu
Capital One was the official sponsor of the March Madness Final Four and related events in San Antonio, TX in March of 2018. Envu was their technology partner and created a number of interactive experiences for their trade show booth including two games, Card Lock and Second Look, and an interactive leader board displaying high scores for the card lock game. Click the link to see videos of the games.
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Wave
Envu
The wave is an interactive projected floor system. It's older tech with some of the better pieces of content being flash games --I know I know, Flash is so passe! But with the right design, the wave is irresistible, infectiously fun digital play. Together with others at Envu, I've completed multiple dozens of pieces of wave content. The more noteable ones were a pair of games for Reebok, a pair at Ceasar's Windsor, and an in-house demo throwback to the classic Asteroids game called Asteroid Smasher.
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Snap
Envu
The Snap is Envu's digital photobooth experience. I've launched multiple dozens of re-skinned Snaps in various themes from the great outdoors to the posh Oscars to risque Vegas and more.
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NBA Live 2015
EA, Tibouron
Another year, another great basketball game. I am especially proud of my contributions to this one since I made all of the body morphs models and textures that were used to create every single player in the game as well as working on the cover player for the game, Damien lillard, and top players like Lebron James, James Harden, Kevin Durant, and more.
For Xbox One and PS4.
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NBA Live 2014
EA, Tibouron
A return to the franchise for EA after being away for 4 years. The foundation for a top notch basketball game series with all the makings of a quality and fun game you'd expect from a AAA studio. For Xbox One and PS4.
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Unannounced
n-Space
A short, but fun contract on an exciting kid's game.
Canceled
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NBA Live 2013
EA, Tibouron
A return to the franchise for EA after being away for a couple years. For 360 and PS3.
Canceled
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Calamityville
Crytek, RTI (now known as Mass Virtual)
A serious game developed to enhance first responder training. This is a geo-specific site that we replicated. It consists of a city and factory location. Image copyright RTI, reproduced with permission.
Artists: Brian Maricle, Justin Matos
Level Designer: Sascha Grunlach
Programmers: Jeff Guiterez, Chad ReinHold, Michelle Martin
Tools: CryEngine3 - 3DS Max - ZBrush - Photoshop - TopoGun
Project length: Ongoing
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Dismounted Soldier
Crytek, RTI (now known as Mass Virtual)
A serious game for the Army. In the final itiration of this serious game, it is running the Cryengine under the hood. Developed to train ground troops and give them experience handling delicate combat situations where it's difficult to distinguish civilians from enemy combatants. Image copyright RTI, reproduced with permission.
Artists: Brian Maricle, Justin Matos
Level Designer: Sascha Grunlach
Programmers: Jeff Guiterez, Chad ReinHold, Michelle Martin
Tools: CryEngine3 - 3DS Max - ZBrush - Photoshop - TopoGun
Project length: 6 - 8 months, 2011
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Littoral Combat Systems
Crytek, RTI (now known as Mass Virtual)
A serious game for the Navy. Developed to train Littoral Combat Ship personnell. Image copyright RTI, reproduced with permission.
Artists: Brian Maricle, Justin Matos
Level Designer: Sascha Grunlach
Programmers: Jeff Guiterez, Chad ReinHold, Michelle Martin
Tools: CryEngine3 - 3DS Max - ZBrush - Photoshop - TopoGun
Project length: On going
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RealTime Immersive's SDK
Crytek, RTI (now known as Mass Virtual)
This is the launch of a separate version of the CryEngine, developed for the serious games and simulation industry. It includes a sample level and character, both at the AAA game quality Crytek is known for. Image copyright RTI, reproduced with permission.
Artists: Brian Maricle, Justin Matos
Level Designer: Sascha Grunlach
Programmers: Jeff Guiterez, Chad Reinhold, Michelle Martin
Tools: CryEngine3 - 3DS Max - ZBrush - Photoshop - TopoGun
Project length: 6 months
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9 Lives 'Til Midnight
Nine Lives is an adventure game that takes place in a bar in Cat City. It reveals a compelling noir-esque mystery centering around a cat detective named Sonny Ray who's girlfriend Muffin has been kidnapped and is being held for ransom. Sonny must find the clues and sureptitiously "work the room" to have any hope of seeing Muffin again --alive, at any rate.
Project Leads: Bryan Roth (project lead), Greg "Skippy" Armstrong (lead design), Gabe Vasco (lead artist), Bruce Hayles (lead programmer)
Artists: Brian Maricle, Alex Torro, Andrew Olson, Max Antinone,
Producers/Design: Johnathan Dunsmore, Loren Borderas, Corbin Supak,
Aidan Karabaich
Programmers: Tom Kenney, Cecil Mcray, Ryan Roshcolmb
Tools: Gamebryo Lightspeed - Maya - 3DS Max - ZBrush - Photoshop - Beast
Project length: 6 months
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Run, Squire, Run!
Run Squire, Run! is an action-adventure/survival-horror. The player takes the role of a Hospitaler knight's squire who finds himself trapped in a remote village that is cursed with undead flesh-eating minions. Armed only with his dead mentor's sword, he must cleave his way through his enemies and dispel the curse that threatens the village.
Creator: Brian Maricle (and lead artist)
Project Leads: Steven Julson (project lead and lead design) and Fernando Rivera
Artists: Leighton Irving, Oscar Gonzalez, Mike Baeurline, Shaun McNeeley, Alex Cowan, Max Acree, and Eli Stevenson
Designer: Jared Avnet
Tools: Unreal Development Kit, Maya, 3DS Max, ZBrush, Photoshop, Mudbox
Project length: 2 months
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Shadows of Abigail
Shadows of Abigail is 2.5-D sidescroller about a curious girl named Abigail who gets lost in a magical forrest and ends up at a dark carnival. In order to escape the fantasy world, Abigail has to defeat the residents of the carnival, traversing multiple attractions with only her slingshot, her teddy bear, and her blanket.
Project Leads: José Luis López Zurita (project lead), Steven Julson (lead design), Giancarlo Montalbano (lead artist), Stephen Cano (lead programmer)
Artists: Doug Merritt, Alfonso Farfan, Amanda Garza, Gerry Pianta,
and freelance artist Brian Maricle
Producers/Design: Jaquelyn Bacal, Micah Brown, Ivan Velez, Bill Sellinger,
Alex Howell, Nick Pham
Programmers: Logan Kincaid, Jorge Capote
Tools: Gamebryo Lightspeed - Maya - 3DS Max - ZBrush - Photoshop
Project length: 6 months, 2010
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'Bot Blast
Dead Man Games
Bot Blast is a cross between a real time and turn-based strategy. Set in a post holocaust environment, the players spawn and control leagues of various bots in an effort to outwit one another and destroy each other's base of operations. Each player takes turns inputting commands into their bots and then sets their programs into action and watches the destruction that follows.
Creator: Jason Bramble
Lead Artist: Brian Maricle
Artists: Andrew Kral, Andrew Periera, Rich Liu, and Oscar Gonzalez
Tools: UnrealEd3 - 3DS Max - Mudbox - Photoshop
Project length: 1 year, 2008 - 2009
Canceled
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Blowfish
Blowfish is a unique PvP flash PC game with dynamic asymmetric goals depending on your character choice. Play as the defender, a mother shielding her egg against predators, or be the attacker trying to make your way through the layers of protective nodules and steal your coveted prize.
Teammates: José Luis López Zurita (programmer), Brian Maricle (artist),
Andrew Olson (artist), Steven Julson (producer), Bruce Hayles (programmer)
Tools: Flash
Project length: 2 weeks, 2009
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Fast Food Farm
Fast Food farm is a turn-based puzzle game where you control Brock Lee, an aspiring farmer who grows fast food products such as Burrito Bushes, Milkshake Cows, and other silly plants. The goal of the game is to finish the order provided in a designated number of turns, managing crop growth and field usage to meet your goal.
Teammates: Seth Allison (producer), Brian Maricle (artist), Mike Bauerlein (artist), Steven Julson (producer), Steven Cano (programmer)
Tools: iPhone - Flash
Project length: 2 weeks, 2009
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Enbloom
Set in a Chinese water garden, enBloom is an iPhone puzzle game similar to the likes of Bejeweled. Flowers bloom in the garden progressively throughout the game. The player needs to "pick" them at their peak in order to earn the highest score.
Teammates: Alex Torro (artist), Brian Maricle (artist), Michael Burl (artist),
Johnathan Lindell (producer), Aidan Karabaich (producer),
Camden Clutter (programmer), and Tom Kenney (programmer)
Tools: iPhone - Flash - Maya
Project length: 2 weeks, 2009
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Thundercats: Return to Thunderra
A Thundercat patrol craft is shot down by Mutants over one of Third Earth’s islands. Play as Lion-O in this third-person action adventure as he rushes to rescue his fellow Thundercats before the mutants reach them first!
Teammates: Greg "Skippy" Armstrong (producer), Ivan Velez (producer),
Brian Maricle (artist), Joe Palmer (programmer), Jorge Capote (programmer)
Tools: Unity - ZBrush - Maya
Project length: 2 weeks, 2009
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Skull Cove
You are a pirate ship in posession of an artifact that gives you power over the wind and waves! Use the forces of nature to disable enemy ships, then plunder them for gold. Beware though, do not neglect your hideout, lest someone steal all your booty!
Teammates: Chris Motola (producer), Jon Dunsmore (producer),
Brian Maricle (artist), Logan Kincaid (programmer), Sentel Allen (programmer)
Tools: Iphone - ZBrush - 3DS Max
Project length: 2 weeks, 2009
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