Before Shaba Games closed its doors in 2009, we worked on our second Spider-Man game, to follow up Spider-Man: Web of Shadows. Our intention was to revisit classic Spider-Man villainy in short-story fashion, like a best-of anthology of boss fights, told in panel-by-panel faithfulness to the original comic. As such, the game would have been a who’s-who of Spidey’s rogue’s gallery– minus Venom, as we had just spent 2 years telling the biggest ever Spider-Man vs. Venom story.
In particular, I was personally interested in Mysterio. Often ridiculed (he doesn’t have any real powers) but with so much potential! With a fishbowl on his head, and a goofy cape, he’s laughable. My objective was to give him gravity, and one way to do that was to pull him away from the reality of a man in a suit.
The central idea was that the image that you typically see of Mysterio isn’t really him– everything is a projection. This would have allowed us to get really fantastic with the Mysterio fight– Spidey could shrink to the size of an ant, fighting a tentacled serpent-demon Mysterio– anything was possible. The real Mysterio was in a VR suit, puppeteering everything from behind the curtain. Once the illusion was broken, though, he was doomed.
Incidentally, when Beenox took over the project (which eventually became Shattered Dimensions) I was delighted to see that they used my Mysterio concept without any changes.
In 2008, Shaba Games and Activision released Spider-Man: Web of Shadows. I was the Lead Character Artist, overseeing a team of 3 other artists, as well as giving direction to 2 different outsourcing firms in China that we contracted for the bulk of our quite substantial cast.
My largest contribution to the project by far was in character concepts. The following are small sample of my work on SM:WoS.