Spirit LORDS
The Outpost
The Crypt/Necropolis
In the Crypt/Necrolis I was in charge of all modular geometry, visual targets, set dressing and lighting. This also included texture refinement on one off, outsourced props so that they were cohesive with the surrounding geometry.
The Badlands
In the Badlands I was in charge of all modular geometry, visual targets, set dressing and lighting. These are a few of the one off zones/visual targets created by myself to be handed off to the level designers to ensure continuity throughout the remaining zones yet to be created.
Ice Cave and Grasslands: Lighting and Texture Refinement
In the Ice Caves, we had our Jr. Environment Artist take an existing dungeon, The Cave, and reskin it to look like an Ice Cave. The textures were returned with a variety of saturations and hues. I was tasked to refine the textures so that they were more cohesive and to create a lighting solution for the other environment artist to emulate through the remaining zones.
Grasslands were another texture unification task and lighting. I was responsible for modifying previous geometry and textures and create a new "savannah like" visual target.
