Jef Shears - Game Art Portfolio

The images and animations demonstrate digital 2D and 3D work I have performed, primarily as an Art Director/Lead Artist, though also some as game artist & animator.

Recent work includes Art Direction for Robot Raiders - shown here is a marketing image for the game. The render was done by Meta artists, but features two robot and weapon designs of mine + an environment that I designed and contributed heavily towards.

Recent work includes Art Direction for Robot Raiders - shown here is a marketing image for the game. The render was done by Meta artists, but features two robot and weapon designs of mine + an environment that I designed and contributed heavily towards.

Robot Raiders environment I designed and built along with the team Lead Env Artist to set the style and visual language for environments to follow.

Robot Raiders environment I designed and built along with the team Lead Env Artist to set the style and visual language for environments to follow.

Robot Raiders later environment. I art directed, though this level was primarily made by our Lead Env Artist (I contributed prop assets for the level).

Robot Raiders later environment. I art directed, though this level was primarily made by our Lead Env Artist (I contributed prop assets for the level).

Robot Raiders robot enemies and player weapons.

Robot Raiders robot enemies and player weapons.

Ronin Up That Hill. An outdoor personal project environment created in Unreal Engine - exploring a standard outdoors, then the player comes upon ancient ruins.

Ronin Up That Hill. An outdoor personal project environment created in Unreal Engine - exploring a standard outdoors, then the player comes upon ancient ruins.

Braid Level Concept. I designed and Photoshop-painted this and other level concepts for Number None during the early phase of development for the smash indie game, Braid.

Braid Level Concept. I designed and Photoshop-painted this and other level concepts for Number None during the early phase of development for the smash indie game, Braid.

WordsAway Screenshots. As Creative Director, I guided the 'old-style magic show' graphic style for this word-based puzzle game developed in Unity. I also contributed numerous screen/sprite images and animations.

WordsAway Screenshots. As Creative Director, I guided the 'old-style magic show' graphic style for this word-based puzzle game developed in Unity. I also contributed numerous screen/sprite images and animations.

Mutant Zombies. I served as a Senior Artist and Art Director for this Unity-based indie game, released on Steam. In this image, I modeled/textured the middle 'brain-zombie' creature and the 'tank zombie' on the right.

Mutant Zombies. I served as a Senior Artist and Art Director for this Unity-based indie game, released on Steam. In this image, I modeled/textured the middle 'brain-zombie' creature and the 'tank zombie' on the right.

Skate Rat Character Designs. Characters for a game design and IP I created - the base idea being a skateboarding game intended for a young audience (Sony PSP was the target platform).

Skate Rat Character Designs. Characters for a game design and IP I created - the base idea being a skateboarding game intended for a young audience (Sony PSP was the target platform).

Skate Rat screenshots. I designed and created levels + character animations for Skate Rat's cast of characters.

Skate Rat screenshots. I designed and created levels + character animations for Skate Rat's cast of characters.

Freeze Character Design and Promotional Ad Graphic created for this game intended for the Japanese arcade market. I designed most of the game's characters and designed + created all of the game's 3D rendered backgrounds and character + prop animations.

Freeze Character Design and Promotional Ad Graphic created for this game intended for the Japanese arcade market. I designed most of the game's characters and designed + created all of the game's 3D rendered backgrounds and character + prop animations.

PGA Tour Course Select Screen. I served as Lead Artist for this trackball-controlled arcade port of EA's signature golf title. We had to re-design the UI screens + create new golf course additions.

PGA Tour Course Select Screen. I served as Lead Artist for this trackball-controlled arcade port of EA's signature golf title. We had to re-design the UI screens + create new golf course additions.

PGA Tour Character Select Screen. Another trackball-designed UI screen from this arcade game.

PGA Tour Character Select Screen. Another trackball-designed UI screen from this arcade game.

MONOPOLY Hotels - iPhone Gameplay. I animated characters for this EA title developed in Unity. I did animation sets (idles, walks, laughs, etc.), for 8-9 characters including Mr. Potato Head, My Little Ponies, Littlest Pet Shop pets + non-IP characters.

WordsAway - GamePlay Instruction Video. I created this video of game play + instructional tips as a marketing tool for WordsAway.

3D/PBR Props (Maya/Substance Painter). I created these and numerous other props for a subway terminal station level created in Unreal Engine and intended as a simulation training venue for a govt contract project and basic FPS game demo for Armada 3D.

3D/PBR Props (Maya/Substance Painter). I created these and numerous other props for a subway terminal station level created in Unreal Engine and intended as a simulation training venue for a govt contract project and basic FPS game demo for Armada 3D.

Satellite communication between centers (Armada 3D). I modeled, textured, lit and rendered this graphic for a government sub-contract project.

Satellite communication between centers (Armada 3D). I modeled, textured, lit and rendered this graphic for a government sub-contract project.

MX 2002 was my first game as a Lead Artist. The game was released on PS2 and Xbox.

MX 2002 was my first game as a Lead Artist. The game was released on PS2 and Xbox.