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Bioshock 4
Senior Level Artist
Over my 3 years at Cloud Chamber, I've had the pleasure the work with a solid team that helped me grow as an artist.
Up until this point, most of my work was with organics, but I wanted to challenge myself and develop my skills & knowledge on a game with a urban setting.
I got to work on 3 different maps on which I had full ownership, but I also fully developed one of our modular kit for the commercial setting.
Working on Bioshock 4 was truly a bootcamp where I learned efficiency and structure in my workflow. I also made sure, in spite of the required speed, to maintain the quality and storytelling expectations that comes with a title like Bioshock.


My tasks were to:
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Block and flesh out maps starting with a metric kit and then with a modular kit while collaborating closely with design for the golden path and the side quests.
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Bring the maps to a final stage using references I gathered and concepts given.
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Develop a complete modular kit (interior and exterior) to create a wide variety of buildings with explorable interiors. All assets had to follow unified densities, curvatures, naming conventions and measures to make sure they respect our gameplay guidelines and other artists can pick them up and use them easily.
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Work closely with the modeling and lighting department to make sure assets follow nanite and lumen guidelines (lighting blueprints and emissive materials)
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Collaborate with technical artists on specific Houdini tools to ease certain layouts elements such as custom meshes
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Collaborate with outsourcing partners by creating placeholder meshes and generating breakout sheets will the required information (References, details, materials and shapes)
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Creating prefab interiors to populate the maps faster.
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Work with the cinematics/mocap department for scripted moments in my map.
Software used:



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