God of War Ragnarök -- Svartalfheim (IK / Collisions)

vert painting, ground collisions, audio collisions, camera collisions

vert painting, ground collisions, audio collisions, camera collisions

foliage placement, ik / audio tagging, environment proxies,

foliage placement, ik / audio tagging, environment proxies,

ik / audio tagging, ground collisions, asset swaps, texture painting, foliage placement

ik / audio tagging, ground collisions, asset swaps, texture painting, foliage placement

ik / audio tagging, ground collisions, asset swaps, texture painting

ik / audio tagging, ground collisions, asset swaps, texture painting

ik / audio tagging, ground collisions, asset swaps, environment proxies

ik / audio tagging, ground collisions, asset swaps, environment proxies

foliage placement, ik / audio ground tagging, proxies, texture painting

foliage placement, ik / audio ground tagging, proxies, texture painting

camera collisions, large proxies, ground collisions, texture painting

camera collisions, large proxies, ground collisions, texture painting

ik collisions, audio ground tagging, axe collisions, ground collisions

ik collisions, audio ground tagging, axe collisions, ground collisions

ik / audio tagging, ground collisions, asset swaps, environment proxies

ik / audio tagging, ground collisions, asset swaps, environment proxies

The Realm of the Dwarves. I spent my time as an environment artist on this project helping polish and optimize this realm. Although this set of imagery focuses on IK (making sure the character's feet land and set appropriately based on the terrain below them) passes. I worked on a bunch of stuff here: camera collisions, ground collisions, foliage placement, 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: 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.