Wednesday, June 25, 2014

HUNT: Worldbuilding

No level in HUNT has been created solely by one artist. At one point or another, multiple people have touched every level and made modifications. Below are a set of environments that I feel comfortable saying I completed 75% of the work (most are initial passes that are then tweaked along the game development pipeline). They are a variety of different environments that can all be pieced together to make a level, since the level is created by random generation. This was a huge part when initially designing the environments in HUNT of which I played a large role. Most of these environments were blocked-in by myself as well.
In this environment, a wall was required to force players around the oil rig in the back. Instead of a boring wall, I put oil refinery equipment there to block passage.

Same as above, other side.

An abandoned warehouse. The barrels in here are rigid body physics objects.

A large oil field with multiple derricks, some functioning, some not. Bridges and upper walkways support ai pathing, allowing enemies on the upper parts of the level to ambush players.
 
An outdoor storage area with a warehouse in the back.

A simple homestead out in the swamp.

Another warehouse, this one an abandoned boathouse.

HUNT: Shacks

The shacks in the Bayou went through many different iterations, of which I was a central participant. However, every artist on the team has touched these assets at one point or another.
I worked on creating the different shapes and sizes of buildings, each sticking to strict guides for window heights and widths (only one window asset was ever used), door heights and widths (same as windows/ one asset), stair and floor/roof heights, and overall spacing (important for enough gameplay). I helped define all of these guides while constructing the mod set.
The buildings themselves are constructed as one object to help with culling (not rendering objects inside of a building when you couldn't see through a window or door, or portal).
They also have a paint layer, so we could make the paint on the buildings whatever we like (variation).
Each building is used multiple times to make a set of buildings, each with a different layout, theme, and props inside.
The porches, walkways, supports, and railing are used extensively throughout the environment and were made to work individually or right along side a building.
The mod set for the buildings in the Bayou. I created the wood texture used on the walls, floors, walkways, and most posts, as well as constructed the buildings themselves. The metal roofs and log textures were made by other artists.

HUNT: Props

These are a few of the props I've made so far for the game Hunt at Crytek USA. These were made 100 % by me, all including high-poly bakes and a full set of textures (Diffuse, Specular, Gloss, and Normal).
A simple hutch, the doors on top are made so the players can open them and receive items.




























A simple nightstand. This later had a paint layer added to it that was controlled with vert painting to make it have a new appearance.



See above
A set of oil refinery machines and tanks. This set used three textures, two for the metal parts, and a single tile-able brick (All textures were used for other assets as well)
High-poly asset for the tanks of the oil refinery set.
See abve
Tile-able wood wall texture. Tiled 2x2
High-poly asset for tile-able wood wall texture
Various furniture props used throughout.
Simple shovel asset, with removable end handle (for slightly different look)
General tool set, uses one texture sheet.
Simple table

Wednesday, January 23, 2013

Unannounced Project - Props

This is a selection of props made for the unannounced project. Set in the years just before 1900, these props are representations of casual items found throughout the industrial era.




This is a trio of crates of varying sizes. I needed higher resolution so only three sides of each crate where uniquely created, the rest are duplicates of their opposite sides, since only three sides are ever viewable by the player at once. The big one uses a 1024 texture set, the medium a 512, and the small a 256.
A collection of random props. Most use a 1024 texture set. A lot of research went into these props to make sure they were historically accurate for the time period.

Unannounced Project - Tileable Textures

These are a set of tileable textures I made for Vigil's unannounced project. They include everything to brick walls and plaster to sidewalks and cobblestone. In engine we would vert blend two or sometimes three different textures together to create a unique looking building or road.

A simple brick texture, tiled 2x2. 1024 texture set

A plaster texture, made to look like 1900 london. Tiled 2x2. 1024 texture set
A sidewalk set, with a curb texture that seamlessly tiles into a 4-way tileable texture. Again, made to match sidewalks present in the late 1800s. Tiled 2x2 and 1x2. Both 1024 texture sets.
Implementation of the sidewalk set, with a cobblestone texture I created as well. 1024 texture sets.

Sunday, January 20, 2013

Darksiders 2 Mace

This is a mace I created for the polycount Darksiders 2 weapon contest. It reflects the three "Lords of the Dead" that rule the abyssal plains in the Darksiders universe. The mace uses 1850 tris and 512x512 Diffuse, Normal, Specular, and Emissive textures. (*Photoshop Post-Process was used for the fumes in the images.)

Darksiders 2 Kitbash

These towers are examples of some kitbashed assets that I created during Darksiders 2 development. Using tileable strip textures in conjunction with custom objects allowed us to create a large amount of props and architecture with a small selection of textures and materials. The towers shown here used this process using two or three elements from other objects and combining them with architectural strip textures to create a completely new object using textures already being used throughout the level.
Using the custom sculpted banners, skull, and crown I combined them with a stone trim, a kitbashed sconce, and trim textures to create this tower holding one of the dead lords. This tower was also used in the main entrance facade into the final dungeon of the realm.

Same as above, but the only custom mesh being the banner. All the rest were modelled and unwrapped to strip textures by me.