|Starlink: Battle for Atlas (2018)||(Character Artist)|
|Tom Clancy's The Division (2016)||(Character Artists)|
|The Crew (2014)||(Character Artists (3D))|
|Tom Clancy's Ghost Recon: Future Soldier (2012)||(Character Artists)|
|FIFA Soccer 08 (2007)||(Art)|
|FIFA Soccer 07 (2006)||(Animation Director)|
|Tom Clancy's Rainbow Six: Lockdown (2006)||(Character Art)|
|Tom Clancy's Rainbow Six: Lockdown (2005)||(Character Art)|
|The Sum of All Fears (2002)||(Artists)|
|Tom Clancy's Ghost Recon: Desert Siege (2002)||(Artists)|
|Tom Clancy's Ghost Recon: Island Thunder (2002)||(Artists)|
|Tom Clancy's Ghost Recon (2001)||(Lead Artist)|
|Anne McCaffrey's Freedom: First Resistance (2000)||(Character Art)|
|Tom Clancy's Rainbow Six (1998)||(Graphics / Artwork)|
|Black Dawn (1996)||(3-D Modeler)|
|Breach (2011)||(Special Thanks to)|
|Dominant Species (1998)||(Special Thanks)|
|Star Trek: Bridge Crew (2017)||(Additional Developers)|
|Tom Clancy's Ghost Recon (2001)||(RSE Development Team )|
In 2001, Eric Armstrong was a Senior Artist: Character Design with Red Storm.
Quoted from Red Storm's Bio page:
Life Before Red Storm
I received my BFA in Computer Art and Design from Jacksonville University. Then I worked as an independent contractor for the military in which I generated 3D models and animation for some of their computer based training software. Afterwards, I got my first job in the games industry out in California. Which finally led me to Red Storm.
Life At Red Storm
Establishing character art pipelines and various techniques that we may incorporate into a given game. I also carry a huge load of the modeling. I created the character models for the original Rainbow Six project. Then I moved on to the ill-fated UFS Vanguard project as a Lead artist. I am currently working on the upcoming Ghost Recon game.
I really enjoy working out and playing basketball during my free time.
Last updated: Feb 21, 2004