On Techtonica, I served as the Lead Concept Environment Artist and Environment Artist. I worked closely with the Art Director and Design team to create underground bioluminescent environments that helped guide level designers and technical artists in shaping the overall look of the biomes. My work ranged from creating thumbnails and key art to designing plant concept breakdowns.

With a small art team and a limited budget, I was responsible for combining in-house assets, outsourced assets, and Unity Asset packs. I was also responsible for optimizing and styling these assets to fit our vision.

On the environment art front, I was tasked with prototyping and developing production assets based on visual priority. I learned Substance Designer so Techtonica could have unique tileable textures for its voxel cave terrain. My goal was to create textures with a stylized pattern so they would have a pleasing look from a distance and enough detail to be viewed up close. I also implemented textures and tuned them in Unity.

I also created the production models for several assets to establish a workflow for implementing assets and scheduling for outsourcing.

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Techtonica Machine Concepts