Revolver - Player Character

Trying to capture a small range of styles

Trying to capture a small range of styles

Trying to capture a small range of styles

Trying to capture a small range of styles

At one point, "Cole" became a total bruiser

At one point, "Cole" became a total bruiser

It happens every project.

It happens every project.

skinny mad max?

skinny mad max?

The "former ISA" version of Cole

The "former ISA" version of Cole

More swords + Superheroes

More swords + Superheroes

VFX exploration. Leadership wanted "Magic", but couldn't set any parameters around what that meant. So, being young and enthusiastic, I tried as many things as I could before someone stopped me.

VFX exploration. Leadership wanted "Magic", but couldn't set any parameters around what that meant. So, being young and enthusiastic, I tried as many things as I could before someone stopped me.

Very old take, trying to steer it more modern

Very old take, trying to steer it more modern

The first approved appearances.

The first approved appearances.

Between 2005 and 2008 I worked on Project Revolver.
Beginning its life as a sequel to Jade Empire, Revolver evolved and changed course many times throughout its development.
It was recently revealed in more detail in the book "Bioware: Stories and Secrets from 25 Years of Game Development".
To celebrate, I sifted through the archives and blew 15 years of dust off some of my favorite pieces from that project.