God of War Ragnarök -- Svartalfheim

that structure in the background is a handmade proxy mesh painted and modeled to look like the hi-resolution asset so that the player is unaware of the switch from low res to hi res and back again while moving through the space - also: collisions for gong

that structure in the background is a handmade proxy mesh painted and modeled to look like the hi-resolution asset so that the player is unaware of the switch from low res to hi res and back again while moving through the space - also: collisions for gong

I worked a lot on the "rigs" in this first open area. texture painting, texture replacements, foliage placement, set dressing

I worked a lot on the "rigs" in this first open area. texture painting, texture replacements, foliage placement, set dressing

another shot of the handmade proxy mesh -- also did ground collision and vfx tagging for the sand / beaches in this area (sound + footprints when stepping on sand)

another shot of the handmade proxy mesh -- also did ground collision and vfx tagging for the sand / beaches in this area (sound + footprints when stepping on sand)

texture painting, prop placement, foliage placement

texture painting, prop placement, foliage placement

an area I did a lot of the texture painting and foliage / rock placement for

an area I did a lot of the texture painting and foliage / rock placement for

vista full of proxies I created

vista full of proxies I created

the assortment of structures I made proxies for

the assortment of structures I made proxies for

The Realm of the Dwarves. I spent my time as an environment artist on this project helping polish and optimize this realm. From texture passes, to asset swaps, to creating large proxies for trigger volumes (to reduce / eliminate objects popping in and out when moving through large open areas). Other responsibilities included: camera collisions, ground collisions, foliage placement, set dressing, vert painting, polycount reductions, IK passes, sound / audio cue set ups for materials based on Kratos / companion foot placement, material assignments for axe reaction(s) when thrown at certain props. It was a LOT of work, but incredibly rewarding. And of course, a joy, being able to work in collaboration with some of the most talented people in the industry.