![]() | Full Auto, released in 2005 by Pseudo Interactive Inc. for Sega on Xbox 360 Visit the official site |
Full Auto was my first published game at Pseudo Interactive. I am credited as a 3D artist, although I was a member of the Technical Art department.

Much of my work on this title involved environment texturing and effects. It was my job to handle the tricky workflows, including complex surfaces like the roads. Much of the effects work I did involved rigging in our level editor, including setting up physics properties and sensors.
The art team also used Maxscript tools that I developed during Vectorman, and continued to maintain to this day. These tools include a texture atlaser (combining multiple maps into one using a recursive packing algorithm, and automatically adjusting UVs) for keeping surface counts low, and a clean-up utility for multi-subobject materials in 3ds Max.
![]() | Full Auto was recognized at the 2006 Canadian Awards for the Electronic and Animated Arts, winning for Best Visual Effects. |

