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All the different pieces - cathedral structures,
towers, buttresses, and chandeliers, were constructed for repeated use to populate this level while conserving memory and
frame rate.


In the images above and below, I was responsible
for layout and composition, helping to realize the concepts for this level into a playable 3D world. In addition to
constructing all of the cathedral structures, towers, buttresses, chandeliers, the giant gaping entrance, and the Corrupted
Mountain behind the cathedrals, I sculpted the surrounding terrain, painted terrain materials, and added ambient mesh for
this level (using a proprietary software).

The following images illustrates my tasks for the
Sea of Black Tears, which include construction and layout of the interior walls (accomplished through mixing and matching
several instanced pieces), the interior entrance, the two side ramps, terrain sculpting, terrain matieral painting, ambient
mesh painting, and object population.


The final boss battle arena was constructed with
existing mesh and new mesh. Because this was the last level, there was more flexibility for me to build this level with a
higher poly count. This enabled me to stay true to the concept of brain tissue and boils strewn about and wrapped around
the corroded structures.


One of my first tasks was to re-construct the Titan Highway (below) using
three component pieces, mixing and matching the pieces to recreate the entire length of the structure. I was also tasked
to build set dressing mesh for the highwa, such as center dividers, damaged railings, damaged light posts, rebar, and stips
of grass.



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