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Console Games

Vincent is very passionate about making AAA games, during the years working on major IP games, he has proudly participated in and shipped 22 console AAA titles such as Batman Arkham City PS4, Batman Arkham Asylum PS4, Need For Speed PS4, Tron Evolution, Sleeping Dog - Hong Kong, Skate, NHL07, FIFA 06, SSX, Marvel Nemesis and The Last Guardian. With his strong background in CG films, commercial art and design, Vincent's diverse art styles extends from photo realistic, stylized to 3D innovative visual. He has also worked on various game genres such as 3rd person shooting, racing, strategy game, action, arcade, fantasy and casual.

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Leading the Dead Island 2 PS4 at Sumo Digital in 2016, leading the UK and India production team in an open-world zombie apocalypse title.

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Leading the Dead Island 2 concept art team to set a never-before seen world environment and produce a most unforgettable gameplay experience for players. 

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Communicating effectively with the team in setting production targets and executing them, regularly presenting the progress and results to company executives, publishers and IP owners. 

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The Batman project was originally set to cancel, but after onboarding the project and team, we came up with a plan of solving the pipeline problem and issue, working with executive producers and company resources to produce a solution within 2 weeks. 

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Warners Brothers Interactive CTO gave the pipeline and workflow the greenlight to proceed with the project, avoiding cancellation and keeping the team and project intact with a polished product upon release.  

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This project is still one of the highlights of my career, with huge thanks to the people who supported me and carried out the product execution according to plan till project completion. A special thank-you to Jeremie Boehm!

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Working with DICE in 2014 to complete the first Need for Speed debut on PS4 platform, guiding DICE team and production team through pipeline and production difficulties and resources allocation. 

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Working with Frostbite engine pipeline and TA on art asset material, pipeline supply and personal support on multiple fronts and divisions, including EA Dice, EA Canada and Virtuos Shanghai, Xi’an, and Chengdu. 

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Setting up the best visuals and production pipeline for 2009 PS3 "Sleeping Dogs: True Crime Hong Kong" product with realistic gunfight gameplay experience. 

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Setting up the first ever open-world 24-hours city lighting system with Procedural Generating Lighting system. 

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Ensuring the traffic system and driving system gameplay is as smooth as the gunfight gameplay experience. 

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Working with the Japan Sony product producers in designing the villagers and background story for the Last Guardian PS4 project. 

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Using Unreal Engine 3 and working together with the technical director to ensure the visual fidelity of PS3 Tron Evolution in 2010 adheres and surpasses the visual quality of Disney’s feature film Tron Legacy. 

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Focusing on open-world pipeline for the PS3 Skate product series in 2007 and pushing for accurate 24-hour environment and character photorealism. 

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Initially Marvel Nemesis (PS2, 2005) was on the verge of project cancellation, then I was sent by EA to work with production partner Nihilistic Software in California. 

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Working 18 hours a day, we solved the production issues in 2 weeks, and the product resumed production development till product release. 

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