Currently working on Halo Wars 2. Watch the teaser trailer here.
I was a Junior Environment Artist on Everybody´s Gone to the Rapture which just released on Playstation 4.
As an environment artist I worked across the whole game. I created assets and environments, from scratch or repurposing textures which had already been made. I also dressed environments to deliver narrative and mood. Towards the end of the project i optimised the environments and fixed bugs to ensure we delivered an optimal performance.
The game has five areas and I worked primarily on the Village, Estate and Observatory.
The screenshots show some of those areas and below is an brief explanation of my contribution.
St Hubert’s Church: I was in charge of this area in the game and took it from blockout to the final shipped environment. I worked alongside Andrew Crawshaw (lead designer) and Ben Jane (Art Director). All content by me except vegetation and roof tiles.
Wade´s House: Created the cottage and the interior using already existing textures and meshes made by the rest of the team.
Valis Substation (Estate): I was in charge of this area in the game and took it from blockout to the final shipped environment. I used existing assets to dress the scene and convey a story whilst the building was a mixture of existing textures and bespoke ones. I worked alongside Andrew Crawshaw (lead designer), Sindre Groenvoll (Lead Artist) and Ben Jane (Art Director)
Valis Observatory: Sculpted the terrain and established a structural space by using exisiting buildings, modifying existing ones to suit gameplay needs and creating ones where needed, I worked closely with Ben Jane (Art Director), James Watt (VFX Artist), Andrew Crawshaw (Lead Designer).
The art team behind Rapture was small but extremely talented, which was composed of Rich Court, Alex Grahame, Brady Jones (Environment art), Sindre Groenvoll (Lead Artist), James Watt (VFX Artist) and Ben Jane (Art Director).
The aim of this project was to improve my organic modeling skills, as well as outdoor lighting and general environment creation.
Narrating a story through the environment is something I consider crucial and always try to include it in my work.
For this project I used Autodesk Maya, ZBrush and Photoshop to create the assets and rendered them in real time inside UDK.
The objective of this project was to improve my hard-surface modeling and texturing skills. I decided to do a vehicle as it would allow me to focus on these two aspects in a very contained way.
It is based on the Panther concept by Darren Bartley, with permission granted.
All modelling was done in Autodesk Maya. The low poly was created either by cleaning up the unnecessary edge loops from the high poly or
modelled from scratch.
All texturing done in Photoshop/Mudbox with aid of maps extracted from the high poly model.
The aim of this project was to create an environment based on an existing film or videogame.
I chose Davy Jones' room and decided to recreate it using UDK. All assets and textures created by me.