I was extremely fortunate to work with an amazing team on Rise of the Tomb Raider.
My responsibilities ranged from content creation, tiling textures, material work, and world building.
Everyone at Crystal works together and shares content.
I was only one of many artists to work on these levels, including: Joshua Bapst, Patrick Sirk, Caleb Strauss, Louis-Philippe Sanschagrin, Nicole Tan, Mark Wahlquist, Zach Perez, Osvaldo Villa, Brian Keffer, Paul Svoboda, Matt Bard, Michael Viscio, Ben Nadler, Akash Dholakia, Richard Pau, Matt Mcculloch.
My responsibilities ranged from content creation, tiling textures, material work, and world building.
Everyone at Crystal works together and shares content.
I was only one of many artists to work on these levels, including: Joshua Bapst, Patrick Sirk, Caleb Strauss, Louis-Philippe Sanschagrin, Nicole Tan, Mark Wahlquist, Zach Perez, Osvaldo Villa, Brian Keffer, Paul Svoboda, Matt Bard, Michael Viscio, Ben Nadler, Akash Dholakia, Richard Pau, Matt Mcculloch.
Syria
Modeled and textured the aqueduct and tomb entrance columns.
Worked closely with designer Grant Parker on the space.
Helped set dress around the aqueduct along with Zach Perez
Osvaldo Villa and Brian Keffer are responsible for the tomb entrance
Worked closely with designer Grant Parker on the space.
Helped set dress around the aqueduct along with Zach Perez
Osvaldo Villa and Brian Keffer are responsible for the tomb entrance
Siberian Wilderness
Worked on terrain and materials and set dressing.
Worked closely with Paul Svoboda, Mark Wahlquist and Pat Sirk to make the Siberian Wilderness mini Hub
Modeled and textured bear cave and pillars, and material work and meshing for bear arena.
Stones used inside pillars were made by Akash Dholakia
Worked closely with Paul Svoboda, Mark Wahlquist and Pat Sirk to make the Siberian Wilderness mini Hub
Modeled and textured bear cave and pillars, and material work and meshing for bear arena.
Stones used inside pillars were made by Akash Dholakia
Soviet Installation
Worked on terrain and materials and set dressing.
Geothermal Valley
Working on Hubs are challenging but very rewarding when things come together.
I worked closely with principle artist Pat Sirk and Sr. artist Caleb Strauss and Mark Wahlquist on this level.
I modeled and textured cliff rocks, geothermal rocks, traversal rocks and worked on world building for the level.
As well as terrain materials and meshing.
below are examples of the areas i set dressed with the rocks and terrain I helped make for the Geothermal Valley
I worked closely with principle artist Pat Sirk and Sr. artist Caleb Strauss and Mark Wahlquist on this level.
I modeled and textured cliff rocks, geothermal rocks, traversal rocks and worked on world building for the level.
As well as terrain materials and meshing.
below are examples of the areas i set dressed with the rocks and terrain I helped make for the Geothermal Valley
Kitezh
Worked closely with every environment artist while developing this level.
it was a great collaboration and learning experience for a unique space.
prefabs of building assembled by Mark Wahlquist , Richard Pau, and myself
Worked on the modular kit for the lower city kit. which included modeling and texturing the kit.
made roof modular kit and terrain textures and materials
modeled and textured ice cave and helped with the surrounding ice on the level. Initial shader made and developed by Josh Bapst and Jing Jin
it was a great collaboration and learning experience for a unique space.
prefabs of building assembled by Mark Wahlquist , Richard Pau, and myself
Worked on the modular kit for the lower city kit. which included modeling and texturing the kit.
made roof modular kit and terrain textures and materials
modeled and textured ice cave and helped with the surrounding ice on the level. Initial shader made and developed by Josh Bapst and Jing Jin
Sculpts and assets
Tillable sculpts and textures and few assets. will continue to add more