Unknown Campsite - Environment

A rustic outdoor camping scene set against a rocky hillside with dark stones. There is a small campfire in front of two chairs and various camping supplies, including jars and a table, scattered around. Some greenery and plants are visible on the rocky backdrop.

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.

A rustic outdoor scene with a campfire burning on the ground, surrounded by logs, a tent, and various old pottery and bottles. Large dark rocks and a waterfall are visible in the background, with greenery and fallen leaves scattered across the ground.
A rocky lava landscape with dark volcanic rocks, some greenery, and an overcast sky. There are also various objects including bottles and a hearth with a small fire.

Unlit

A camping scene set in a rocky outdoor area with a small fire, tents, and various camping supplies, with a steep rocky cliff in the background and a mounted animal skull.

Detail Lighting

A rustic outdoor scene with chairs, a small table, pottery, logs, and a fire, set against a rocky mountain backdrop.

Reference

A campsite scene with a small tent, a campfire, and rustic objects near a rocky cliffside.

Other Angles

A collage of camping and outdoor scene images, including tents, campfires, natural landscapes, and historical sketches of tent designs.

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

A nighttime scene in a forest with ruins, a glowing blue figure, and a bright moon in the sky.

- 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.

A medieval-style castle at night with a glowing torch on the tower, trees in the foreground, and a dark blue sky.
A dark, moonlit scene of a castle on a hill with tall towers and spires, surrounded by trees, with a stone bridge in the foreground.

Scavenger Hut - 3D Environment

Abandoned industrial site with old machinery and structures, silhouetted against a cloudy sky at dawn or dusk.
Dimly lit room with candles, paintings of mice on the wall, and various furniture including a cabinet, table, chairs, and lamps, creating a cozy, mysterious atmosphere.

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.

Dilapidated industrial site with scattered rusted pipes, a large rusty gear, and a partially collapsed structure in a field at sunset.
Abandoned industrial site with rusted pipes, a large cogwheel, and overgrown grass, during sunset or sunrise.
Dimly lit room with a wood-burning stove, candle, vintage TV, and wooden ceiling.
A dimly lit room with rustic decor, including a framed picture of a dog, wooden pallets, metal barrels, and a large circular structure, with warm light from a small oil lamp.

A set of textures I created for recent projects

Textures - Substance Designer 

Stylized - Flagstone Pattern

A spherical object composed of irregular, hexagonal, and pentagonal broken stone-like tiles, with gaps in between, set against a muted gray background.
Close-up of a digitally rendered model of the human liver showing varying shades of pink and the organ's lobes against a gray background.
A close-up of a 3D-printed brick with a geometric honeycomb pattern on its surface, shown against a plain background.

Cracked Dirt

Close-up of a crackled, textured beige cylindrical object, possibly a piece of pottery or dry earth, against a dark teal background.
A close-up view of a cracked, dry, spherical earth with a textured surface, set against a plain background.
Close-up image of a textured beige-colored clay brick with a cracked surface, set against a dark background.

Tree Bark

Close-up of a piece of tree bark, showing detailed rough texture against a dark teal background.
A close-up view of a walnut with a textured, rugged surface against a dark background.
Close-up of a tree trunk cross-section showing concentric growth rings and textured bark.

Mimo Concept - 3D Environment

Animated scene of a robot spraying water on a street with various small robots and a black spherical robot with glowing orange eyes, while a futuristic cityscape with buildings and trees is in the background.

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