For this indie-project, I was one of only two environment artists that were tasked with completing nearly every level art asset for Compulsion Games.
This includes modeling, texturing, lighting, optimization, and establishing "Next-Gen" UE4 technical workflows that allowed us to meet standards established by Level Design, Art Direction, and our Producer. Below is a showcasing of work that I have personally done or had a hand in finishing alongside my hugely talented 3D artist coworker Emmanuel Lauzon.
Our work has been featured on the front page of Polygon, PC Gamer, IGN, and other various game journalist websites, much of the reaction being very high praise toward it's aesthetic quality.
"Watch the beautiful, terrifying, fantastic introduction to We Happy Few" - Polygon
I hope you enjoy!
Below is a showcase of various props and larger structural game assets I was responsible for creating from scratch. Fundamental programs I use include 3DS Max for modelling shapes, Maya for baking textures, Quixel Suite for acquiring complex mask textures, ZBrush for creating organic forms and detail, and finally Unreal Engine 4 for asset completion.
During the process of finding the best technical solutions for completing assets within necessary time schedules, we decided that utilizing some of UE4's best features would be critical. Material functions, material layering, masking textures, and other great components were used to the fullest extent. Below is a showcasing of average shader complexity and wiring techniques, along with standard texture examples.