Mutant Arm Environment
Scale and readability was very important for this project. For both first person views and seeing other players in the world.

Scale and readability was very important for this project. For both first person views and seeing other players in the world.

I provided paint overs and feedback for outsourcing here is an example of some of that.

I provided paint overs and feedback for outsourcing here is an example of some of that.

Additional outsource feedback.

Additional outsource feedback.

Additionally I also provided feedback for textures.

Additionally I also provided feedback for textures.

As we moved to creating assets with an outsource team I helped teach the style and provide feedback.

As we moved to creating assets with an outsource team I helped teach the style and provide feedback.

I created a smart material that helped to unify the look and reduce turn around time from artists to match style. We used gradient maps in a lot of textures so we could do quick and easy color shifts. Here is an example of the mask applied to a mesh.

I created a smart material that helped to unify the look and reduce turn around time from artists to match style. We used gradient maps in a lot of textures so we could do quick and easy color shifts. Here is an example of the mask applied to a mesh.

The early stages of the tool where to help with style unification.

The early stages of the tool where to help with style unification.

As more people used it It was refined and became lighter and easier to use.

As more people used it It was refined and became lighter and easier to use.

The smart material was made to tune everything in substance painter. Along with a preview feature to dial in the gradients.

The smart material was made to tune everything in substance painter. Along with a preview feature to dial in the gradients.

A clip of how the smart material worked.

A clip of how the smart material worked.

I lead the charge in creating an in depth art bible.  This was used as a tool to standardize shape and word meanings across teams and outsourcing.

I lead the charge in creating an in depth art bible. This was used as a tool to standardize shape and word meanings across teams and outsourcing.

I would block out an area and how it would work visually.

I would block out an area and how it would work visually.

An animatic of how the power would flow through the space.

An animatic of how the power would flow through the space.

Mutant Arm Environment

Here is some of the stuff I worked on for an unannounced game. Ranging from blackouts to writing processes. I am not able to post it all so I will share a glimpse of different aspects. Building worlds and environments is a collaborative team effort across multiple teams so not everything in the shots are created by me and most everything has had more than one person work on it at some point or another. I will do my best to point out my contributions.

More artwork