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Due Process - Killhouse Environment

Killhouse, while being the third designed tileset as concepted in 2017, was the one we focused on delivering or for several PAX showcases while the level generator was being rebuilt. It went through multiple redesigns as an indoor space before moving outside and settling in as our first daytime map in early 2020.

I did the initial lookdev and exploration for what a killhouse should look like, and was responsible for making the tileset functional with the level generator once it had been rebuilt. As part of that, I handled the building's architectural models and set up the initial clusters of cover that served as the seed for the space's current look. It now serves as the most experimental map in terms of design concepts with level designers using it as a player-facing testing ground for individual rooms. Successful rooms like Vault and Breezeway then get a true art pass once the design has been settled.

The exterior and background was an ambitious re-imagining of Governor's Island, complete with a unique take on the Hudson river and Upper Bay. I handled some modeling and texture work, but my primary role was in turning our concept into a functional background.

Concepts, Particle Effects, Modeling, and Post Processing: Valdis Matas
Concepts, Modeling: Jesse Russell-Klarich
Modeling: Zack Wallig

Killhouse - Operation 'Dandy Tusk'

Killhouse - Operation 'Dandy Tusk'

Courtyard

Courtyard

Breezeway

Breezeway

Club

Club

Kitchen

Kitchen

Lockers

Lockers

Reception

Reception

Vault. I was responsible for the model and texture work for the vault door and interior, and worked with our animator and audio designer to make the opening event meaningful.

Vault. I was responsible for the model and texture work for the vault door and interior, and worked with our animator and audio designer to make the opening event meaningful.

Vault interior

Vault interior

Props and Architecture made for the gameplay level

Props and Architecture made for the gameplay level

My contributions to the skybox scene

My contributions to the skybox scene

The background was a large project that required multiple scenes handled at different scales to stay manageable.

The background was a large project that required multiple scenes handled at different scales to stay manageable.

Mid 2017 LookDev exploration

Mid 2017 LookDev exploration

Mid 2017 LookDev exploration

Mid 2017 LookDev exploration

The Harbor School and Argus Academy

The Harbor School and Argus Academy

Killdome Exterior - I modeled the building based off of mixing the interior architecture and a small structure in the reference location.

Killdome Exterior - I modeled the building based off of mixing the interior architecture and a small structure in the reference location.

Prisons and Cranes - blockout modeling by Jesse Russell-Klarich, I brought the models to completion and textured them.

Prisons and Cranes - blockout modeling by Jesse Russell-Klarich, I brought the models to completion and textured them.

Bay Slums - my focus was modeling out the initial space for the rest of the art team to make the slums in. This included the seawall, mega pipes, and the bases for Ellis and Liberty Island.

Bay Slums - my focus was modeling out the initial space for the rest of the art team to make the slums in. This included the seawall, mega pipes, and the bases for Ellis and Liberty Island.