ALKA - Environment Art
Alka is a cooperative first-person shooter game where the player controls a drone. This project was created as part of my final synthesis project, which marks the end of my three years of studies at NAD School. As an environment artist, my goal was to create the natural environments and some hard surface structures.
As an environment artist I was in charge of creating the vistas, the rock kit and other natural assets and also help my teammate Félix Lemonde Champagne on some hard surface assets.
You can find my portfolio at: https://www.artstation.com/vincentdupron
These are the shots of the map, me and felix and some other team members worked on the level art, the level design was made by William Van Herck.
I mostly worked on the outside parts and Félix on the caves.
These small compositions where made for my portfolio to display the assets I created (the big infection mushrooms where made by Hugo Babin our character artist and Félix Lemonde Champagne).
I created the rock kit, the foliage with photoshop, substance designer and speedtree, the skirt meshes (the sand slopes), the wind turbine and the small bunker.
To create the vistas, I primarily used Gaea and a bit of Houdini. I created a landscape base and then added backdrop meshes that I could easily move around to compose the vista. I particularly enjoyed working on this part of the project, as it allowed me to work on my technical skills as well as composition and art direction. I also created the various material shaders applied to the environment using RGBA mask layered materials
For the organic assets, I created a rock kit, making them as modular as possible to use in many configurations to dress the entire level. For the rock kit, even if our map is not that big, I wanted some variety in the rock types, so I made some porous rock, some pillars, stratified cliffs and more basic squared rocks.
The rocks were sculpted in Zbrush using different techniques. I used boolean or poly modeling to do the blocking in Blender, then imported into Zbrush to sculpt the shape more precisely and add details using rock alphas that I created from scans.
To Blend the rocks with the ground I also created sand slopes and rubble, the base was created in Gaea and then refined in Zbrush.
I also had to create the material shader in Unreal. We used a combination of detail normal maps, baked normals, tileable textures, and RGBA masks to enhance certain details, add color variations, and add sand in the crevices. The shader also dynamically projects sand into the engine depending on the angle.
The hard surface kit usee for the main bunker, since we did not really have a concept artist, it was a challange to create the overall shape of the bunker but a good design practice.
For the sky I used a existing sky box that I modified in photoshop to add the huge sun and the broken moon I made insise blender.
You can find my portfolio at: https://www.artstation.com/vincentdupron
And the Rookies team project: https://www.therookies.co/entries/23223
A huge thank you to my team, my teachers, and the external help we received:
Art Team:
Laurence Cloutier - VFX: https://www.artstation.com/ooklow
Félix Lemonde-Champagne - Environment and Props: https://www.artstation.com/felixlchampagne
Hugo Babin - Character Artist: https://www.artstation.com/nibabz
William Van Herck - Game and level designer: https://www.artstation.com/surox
Karîm Désir - Animator: https://www.artstation.com/k_i_d
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Programming:
Thomas Bergeron
Minh-Quân Bui
Patrick McRea-Desjardins
Pierre-Jean Morel
Ann-Laurie Lapointe
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Many thanks to:
My Mentor Adrien Paguet-Brunella: https://www.artstation.com/adrienbrunella
My projet supervisor Michael Penta: https://www.artstation.com/punchline
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Sound Design:
Evan Burman
David Caron-Proulx
Eliazer Kramer
Frédérique Le Duc-Moreau
Antoine Lussier
Rémi Sève
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Spécial Thanks:
Louis-Michel Lebeau: https://www.artstation.com/louismlebeau
Carl Bouchon
Kevin Lavigne-Bourque
Pierre Tousigant
Yannick Francillette
Nicolas Côté (Concept)
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