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Porto [Environment Art & Level Design]

This large-scale environment, based on the city of Porto, was created by myself and a small team of artists for a shelved cooperative shooter prototype for a major AAA studio. I began as principal level artist/director before moving into a more general 3D environment art role. Early in the project, I defined the theme, setting and scope; scouted references in the real-world city; developed the artistic pipeline and defined and co-authored tools, such as the modular building blueprint-, clutter- and material systems together with our Tech Artist. In the environment, I was responsible for modelling and texturing several of the landmarks and key locations, but also provided set-dressing props, building facades for our modular building system blueprint, authored large sections of the road surfaces for our modular road system, and dressed up many areas. Built in Unreal Engine 4.