Website powered by

Extraction Shooter Environment & asset Art dump

I worked on an Extraction Shooter (undisclosed) as a Lead Environment Artist leveraging my ability and experience to create large map environments of varying types where players can play against each other to gain and gather loot and gear while competing against each other and other enemies. Developed utilizing the power of Unreal 5.3.2. Created a large initial 1.5 km map with a dock/shipyard on one side and a bay on the other and a set of houses, and apartments/houses, observatory, and ski lodge up toward the top of the mountain, and a set of bunkers accessible only by keycard. Currently blocking out the areas of interests for size, scale, player line of sight/pathing (LOS), engagement of POI's where lore, gear and loot can be searched for and gathered with the expectation of as you move into more dangerous areas the risks go up, but also the rewards. Part of the design of the map was to be mindful in creating natural occluders to reduce/minimize overly long draw distance preventing/minimizing framerate spikes. As well as a side effect requiring mindful progression and movement with certain areas and utilize elevation to scope a path to a desired location you may view in the distance. I been having fun with this project as a small part time job to help shape it. More to come.