Some screens that have been posted around the internet on my current project thats coming to a finish. Turn 10 a great studio and a strong team to work with. Very proud of all the things we have accomplished together.
#1 This is the arena for the final boss fight in Barrow downs. You enter in from the top right door and the boss shows up on the left smaller platform. Was in charge of the room as a whole.
#4 The clearing in-front of the kings barrow. Barrow made by Ryland Loncharich.
#5 Another wall using the awesome bone materials my buddy Kristian Bourdage made.
#6 More examples of the modular set in use.
#7 Worked closely with level designers to get this place working for game-play while still weighing in visual quality. Kings barrow in the distance on the right was done by Ryland Loncharich.
#8 An example I pulled to show the barrow wall modular piece. Modular rocks placed on the ground as well as custom skirting for each modular piece to help tie it to the ground.
#9 modular rocks trees and blending of the grass to the ground plane. triple blend material setup on the ground. Dirt to mud to rock. Shaders are node based.
#10 clearing where you will have a larger engagement with the enemy. wide open. the ground flows to the sides up onto the rocks. all assets built and placed by me. effects by Michele Pucci
#1 Responsible for the ground texture and its textures for blending Via a hightmap between 3 different materials. (Rock, Grass, and Snow) Also Created the modular rocks along with there shaders for vertex painting the snow where needed.
#2 Responsible for building out the ground and the composition being built out from the grey box. Modular rocks and grass along with textures created by me. Stream Material by Morgan Woolverton. Dead trees by Rory Young. Vista by our concept teamResponsible for building out the ground and the composition being built out from the grey box. Modular rocks and grass along with textures created by me. Stream Material by Morgan Woolverton. Dead trees by Rory Young. Vista by our concept team
#3 More work with the flow of the terrain and the same ground material with the same modular rock set to help sell multilevel environments above playable space.
#4 Continuing forward it becomes colder. more ground and modular rocks.
#5 Posted this one mainly for composition. really like how it all leads to the gate which was made by Rory Young. Worked and selling the scene around the entrance.
#6 Cave entrance by Rory Young. I took second pass on it while getting everything around it to blend smoothly and have natural flow. Trees by Javier Rodriguez
#1 Worked on setting up the composition using the Rock set i had built along with working on the ground and how it all works together while under the direction of Ian Walker. Vista by Other Artist
#2 Just around the color of the last shot. Showing more use of the ground shader and rock set working together to help sell the cold cliff sides of Gundabad. Lead by Ian Walker
#3 A cave entrance i built to help facilitate game play along with the combination of the ground material and the rock set.
#4 Worked on the first pass for the modular rock system and then the ground material.
#5 Created stairs, later revisited by another artist. More you use of the water shader along with modular half walls.
#6 Made the half stairs and the arch way gate leading out of this small place space. Also did a lot of work on the speed trees.
#7 Made this gate with a more orc like parts on it. Basically a transition to a more orc controlled location.
#8 Created stages of destruction for a modular half wall set. also made the vents as well as first pass ground textures.
#9 Helped with the original layout of this area along with population of props and composition. also did the work for the murky water shader that you can vert paint where you want the gunk.
#1 Did a lot of work in this area. really happy with how this place turned out. Built all the ground plants the flowers, the ground material, ground roots that come out of the ground and most of the trees. i believe the second moss pass on the tree set was done by Rory Young.
#2 Same Stream different angle.
#3 Stream made by Morgan Woolverton. everything else was generated by me.
#4 Over Growth! :)
#6 More use of the ground material along with the rock set. plants and trees to really make you feel as if your deep within the bowels of Mirkwood.
#7 Built everything in this scene minus the torch and the breakable log blocking the path forward.
#1 Took the same set i had made for all of Mirkwood and then went back and Made a double of the set for spider infestation mode
#2 Webbed up the canopy in this specific shot. In motion you can see it moving as if your inside a lung thats breathing.
#5 Custom webbing for where it meets the ground.
#9 Thank god for this :) more of the modular webbing set in use.