Techtonica Environment Art: Production Terminal Locations

In my role as Lead Environment Concept Artist and Environment Artist at Techonica, I was responsible for spearheading the development of visual design for the underground biomes. I provided rough sketches, prototype environments in Unity, where I could establish lighting and placement direction. Because the cave surfaces are destructible voxel terrain, we had to consider performance. We had to utilize a performant real-time lighting system that could be affected by player actions.

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

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