Techtonica Environment Art: Production Terminal Locations

As Lead Environment Concept Artist and Environment Artist at Techtonica, I led the visual design of underground biomes, creating concept sketches and prototype environments in Unity with a focus on lighting and asset placement to enhance gameplay and atmosphere.

Working within the constraints of destructible voxel terrain, I collaborated closely with technical artists to develop a real-time lighting system that balanced performance and dynamic player interaction. I also created unique biome textures and assets, combining in-house and outsourced work to build cohesive, immersive worlds supporting the game’s mechanics.

Software: Unity

Techtonica ENVIRONMENT art: Assets and Concepts

In addition to creating concept art for biome plants, I took key assets to final production art by creating high and low-poly meshes and textures, and implementing assets in Unity. I was also responsible for designing and authoring a wide range of tiling textures for different biomes. To balance creating a unique world with efficiency, we used a mix of in-house art assets, asset packs, and outsourcing to develop the assets.

Software: Photoshop, Substance Painter, Blender, Zbrush, Unity

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