Cubicle Arts started off as a Production House for video game assets.
When I started Cubicle Arts, the world of video game contracting looked much different than it does today. Just moving files from one location to another was complicated beyond belief. My first client was a little company named Bungie, with a small RTS game called Halo. But Halo never worked out for Cubicle Arts. Instead, Microsoft bought the Halo property and abruptly ended all agreements with Bungie contractors. The Art Director with Bungie, quickly landed at Epic Entertainment, makers of Unreal (Games that soon would turn into a game engine) and asked me to contract with Epic. Epic, Digital Extremes and other related companies in the Epic family quickly became my biggest client. It was a good time. We were cranking out tons of imagery, models and scripts, working with a great team. Below are a few examples from Unreal: The Awakening, a well-received game by Epic from around 1998.















Strangely, all these skills faded away from the video game industry as procedural software came onto the market and most game engines integrated texture creation tool sets.
But, the skills translated well into diorama building, which eventually lead be to custom toys…a bit of a reach, but a real story.
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