Techtonica Environment Art: Production Terminal Locations
As Lead Environment Concept Artist and Environment Artist at Techtonica, I led the visual design of underground biomes, creating concept sketches and prototype environments in Unity with a focus on lighting and asset placement to enhance gameplay and atmosphere.
Working within the constraints of destructible voxel terrain, I collaborated closely with technical artists to develop a real-time lighting system that balanced performance and dynamic player interaction. I also created unique biome textures and assets, combining in-house and outsourced work to build cohesive, immersive worlds supporting the game’s mechanics.
Software: Unity
Techtonica ENVIRONMENT art: Assets and Concepts
In addition to creating concept art for biome plants, I took key assets to final production art by creating high and low-poly meshes and textures, and implementing assets in Unity. I was also responsible for designing and authoring a wide range of tiling textures for different biomes. To balance creating a unique world with efficiency, we used a mix of in-house art assets, asset packs, and outsourcing to develop the assets.
Software: Photoshop, Substance Painter, Blender, Zbrush, Unity
Plant Concept Callouts
High Poly Sculpt
High Poly Sculpt
Cauldron Giant Render
High Res Sculpts
Rocks with Textures
Assorted Tiling Textures
Assorted Tiling Textures
Plant Grouping Concept
Plant Scale Line up
Plant Callouts
Concept of Sub Biome Mushroom Forest