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Video Games

Epoch Ink Animation has done extensive development and design work for the growing video game industry.

Video Games

“CRASH BANDICOOT”

In late 1994, Epoch’s founder, Joe Pearson, was approached by Universal Interactive and developer —Naughty Dog Inc. — to work with them as a key concept artist and writer on the first “Crash Bandicoot” video game. Joe wrote the character’s initial Bible and along with associate Charles Zimballis of American Exitus, he developed all the game’s key characters and environments including Crash himself and his arch nemesis — Neo Cortex. Joe and Charles then stayed on as art directors/advisors throughout the development and artistic fine-tuning of the game by Naughty Dog’s in-house staff.

Video Games

Crash Bandicoot went on to become one of Sony Interactive’s top selling video games. The orange colored marsupial soon took center stage as the giant game company’s Official Mascot/Icon. Crash continues strong in the games arena, spinning off more then eight major game platform sequels on X Box and Playstation as well as numerous smaller games.

Video Games

“CRASH NITRO KART”

In 2003, Epoch produced the design, direction and storyboard for forty-five minutes of Cut Scene animation (FMV’s) for the Crash Bandicoot game, "Crash Nitro Kart" for developer Vicarious Visions.

Video Games

Joe Pearson also designed key backgrounds for the game’s multiple levels, along with a design team from American Exitus.

Video Games

“CRASH TWINSANITY”

In 2004, Epoch again produced the Cut Scene storyboard, design and direction for “Crash Twinsanity” and animation house— Red Eye Studios. Epoch also storyboarded two “Crash” spots for Red Eye that were run at that year’s E3 trade show.

Video Games

“CRASH TAG TEAM RACING”

In 2005, Epoch produced the Cut Scene design, direction and storyboard for Red Eye Studios on “Crash Tag Team Racing”.

“SPIDERMAN”

In 2004, Epoch produced design, direction and the Cut Scene storyboards for Vicarious Visions production of the ""Spiderman" (PSP) game. The game was very successful, receiving rave reviews. The Cut Scene direction and animation received strong praise as well from many critics.

Video Games

“MAXIMO: GHOSTS TO GLORY”

In 1997, Epoch was approached by Capcom Entertainment to provide writing and design services on a new game property, “Maximo the Black Knight”. Joe Pearson wrote a detailed Opening and Cut Scene script for the game, and Epoch provided design and direction for the game’s numerous environments and props all set in an dark, slightly cartoony, medieval fantasy world of forests, graveyards, swamps, castles and caverns.

The game was very successful with high sales numbers among its target group.

Video Games
Video Games

“MAXIMO VERSUS THE ARMY OF ZINN”

In 2001, Epoch again provided extensive environment design for this action-packed sequel to the first Maximo game. The environments included dark forests, detailed medieval fantasy villages, fantastic underground caverns and cities, dangerous mountain roads, passes, castles and canyons, dried up ocean beds filled with ship graveyards and lost cities and the dark fortress of the Zinn.

Video Games

“SPYRO THE DRAGON”

In 1997, Joe and the Epoch design team also worked for Universal Interactive and Insomniac Games on their first "Spyro the Dragon" video game, providing extensive character concept and design.

Spyro went on to become a top selling title for Universal, spinning off numerous sequels.


Video Games

“HEAVY METAL, FAAK 2”

Games developer, Ritual Entertainment, approached Epoch in 1998 to provide detailed environment design and styling for their edgy video game: “Heavy Metal: FAAK 2”. Based on characters from the animated on the Heavy Metal magazine feature film: “Heavy Metal 2000” the game received strong reviews based on its detailed and original level designs.

“PROJECT X”

In 2002, Epoch was approached by Electronic Arts (EA) to provide extensive character design and development for an untitled, top-secret property.