Environment Concept Art and Assets
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: Blender, ZBrush, Photoshop, Substance Painter, Substance Designer
PT-Xray Concept. Created in Unity and painted over
PT-Xray Screenshot
PT-Xray concept sketches
Central Falls In Engine Concept and Paintover
Central Falls Asset Call Sheet-Created for level designers to populate the game space
Fungus Corner In Engine Concept and Paintover
Fungus Asset Call Sheet-Created for level designers to populate the game space
PT-Lima In Game Screenshot
Environment Design and PAintovers
Cauldron Giant Render
High Poly Sculpt
High Poly Sculpt
Plant Concept Callouts
Rocks with Textures
High Res Sculpts
Plant Scale Line up
Plant Grouping Concept
Plant Callouts
Tiling Textures
A collection of tiling textures I developed for the biomes of Techtonica.
Software: Substance Designer
Assorted Tiling Textures for Voxel Terrain
Assorted Tiling Textures for Voxel Terrain
Substance Designer Node Graph
Concrete Tiling Textures for Base Building Assets