To spice thing up with the Harvester, we decided to add some interesting storytelling moments throughout the level. The harvester went into overdrive and it caused unintentional landslides and structural damage to the environment around it. Since most of the fire fights occurred at intersections, we decided to put in extra work in these areas. We removed some generic rail interactions, but that opened huge gaping holes in the terrain. This is where I come in, and I must find creative ways to close the gap by using the existing content already in the scene and still make it believable. The result looks great, and I hope players will find it enjoyable. 😊
* Big shout out to "Gavin Yastremski" for one of the initial block in! Thank you, friend! Can't do this without your help!
My main responsibilities were:
- Breaking down concept and identify possible reuse assets and materials
- Sewing the broken terrain back together, and materials blending adjustments.
- Full set stressing pass around the area and develop possible storytelling moments.
- Create / testing phase B (secondary mesh) / additional performance pass
- Gameplay clipping pass to ensure smooth gameplay traversal
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Season 10 Environment art team
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Art Director:
Eduardo Agostini
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Environment Art Team:
Derek Bentley
Gavin Bartlett
Gavin Yastremski
Jared Bosse
Kevin Hsu
Cindy Khang
Jason McKenzie (Lead)
Eric Zimmer
Sab Sakata
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Lighting Team:
Morgan Wang
Nu-Lee Han
Felicity Zhen Guan
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Concept Art:
Jens Holdner
Luke Suzumoto
Tu Bui
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Level Designers:
Lyubo Kubadinov
Garrett Metcalf
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FX Artist:
Sanath Shekar