Zork Nemesis

Project: Modeled and performed preliminary mapping of 3D objects and environments for Activision�s Zork: Nemesis CD-ROM game. Work done as employee of Mondo Media.

Contacts: Melissa Kangeter, Producer, Mondo Media; Cody Chancellor, Art Director, Mondo Media.

Software: 3D Studio R4, Photoshop

Scope: Asylum: Catwalk area, Records room, elevator interior. Boiler Room: Pipes and valves, pump and cistern. Torture Chamber: Rack, wheel of pain, codyfier, cage, and iron monsieur. Alchemy Lab: Crystals. Storage area: Swan boat, nutcracker, and drum. Concert Hall: Ten fantasy instruments (everything except the violin). Castle: Kane�s desk, chest, various doors, various weapons used for wall décor, foo dog cannon, and modifications to stock suit of armor. Conservatory Exterior: Dam, landscape and pump house.

Notes: After initial in-house ramp-up (this was the first serious 3D modeling work I'd done in over 18 months because of the Daedalus project), completed balance of work at my home office, transmitting images and mesh for approval via email. While I provided mapping for all mesh, in many cases dedicated mappers did additional texture work to the rooms and objects. Game Creator/Producer Cecelia Barajas mentioned that the Asylum Catwalks (see previous page) was one of her favorite environments in the game, calling the execution "spot on."

Images (L-R) by Ramierz and Giambruno, Mark Giambruno, Horowitz and Giambruno ©1996 Activision