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
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