Unknown Campsite - Environment
Within the span of 7 days, I crafted a replica of an exterior landscape with assets created from scratch and megascan assets, dedicating considerable attention to the elements of composition, lighting, and the development of the tents as hero assets.
The genesis of this project came to be when I received the task of recreating an environment for a video game within the framework of Unreal Engine 5.
The abundance of foliage and the lush grassy terrain were predominantly generated through the employment of procedural content generation.
Unlit
Detail Lighting
Reference
Other Angles
More References
Sea of Rifts - Environment
The Sunken City was developed by a team of 3 (Me, Alex & Sofie) over the course of my time at Out of Bounds Games. A large part of the work revolved around the different generators we used and figuring out how to create as much variety as possible without sacrificing performance.
100% of the city’s layout is procedurally generated based on the seed being used. Think of it similarly to Minecraft seeds: every time a new seed is loaded, a different version of the Sunken City is created, with its own layout and composition.
Unfortunately, I can't go into detail about exactly how these cities were generated, as the systems behind them are proprietary technology. What I can talk about, however, are the neighbourhoods themselves, how they were designed, and the work that went into creating the environments you see below.
You can see how the process of creating the city took shape through the different types of neighbourhoods. These ranged from homes for the ultra-rich and wealthy to those of the common folk, with each district having its own distinct architectural language and silhouette to further increase variety.
Points of interest and combat scenarios were also incorporated throughout the city to enrich the setting, break up repetition, and make each generated environment feel more varied and engaging.
VFX Work - Sea of Rifts
A small selection of VFX from the work I created for Sea of Rifts, showcasing an eldritch explosion that happens when you mess with things beyond human comprehension and cannon-firing VFX.
White Knight - 3D Environment and Level Design
- 3rd Person Platformer - Still in development -
My main role in this project has been primarily level design, with environment creation as a close second, making sure we get a cohesive style with the assets we used.
I also handle many of the technical tasks, such as setting up the save and checkpoint system, optimizing textures, models, and materials, adding audio effects, animation blueprints, front-end blueprints, and UI.
A big shoutout to Snorri Siemsen and Halldór Már. They've been invaluable with their wisdom and assistance as we navigated everything together.
Scavenger Hut - 3D Environment
200 years into the apocalypse a portion of the animal population has mutated due to long exposure to radiation.
By an abandoned factory, a generation of rats has turned more human-like in both intelligence and physicality. With their new intellect and physical strength, they banded together to create a cozy home for themselves.
-
This project came to life with a photo of an abandoned factory in Kyiv, my love for Metro Exodus, and Nissen Huts that were scattered around Iceland due to the old American military occupation.
-
All aspects of the exterior scene were created by me over a 9-week timespan, except the vegetation and trees, and a few rusty props came from megascans.
The interior was created over a 3-week timespan. I created the base of the house. Including floor, walls, roof, interior steel frame, and the entrances to each room.
But all of the prop assets that are used can be found on the internet except one of the key assets, the fireplace, which was created by me.
A set of textures I created for recent projects
Textures - Substance Designer
Stylized - Flagstone Pattern
Cracked Dirt
Tree Bark
Mimo Concept - 3D Environment
I'm thrilled to show a 3D concept art for the unfortunately canceled Project Mimo.
With our talented and passionate art crew, I helped bring the very distinguished cartoony art style that has a mix of cel-shading and real-time lighting, similar to games such as Breath of the Wild and Spongebob: Cosmic Shake.
Besides laying out the scene, my main responsibility was establishing a texturing pipeline, implementing workflows, and shader support.
Timelapse - Made in Unreal Engine 5