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Deathgarden: Bloodharvest
3D Environment Artist - Modeler
Thanks to my experience with organics at Ubisoft and Digital Dimension, I joined Deathgarden to create all the organic assets of the game. There were 3 biomes to work on. Due to the procedural nature of the project, I couldn't do any set dressing manually, so I worked closely with the programmers and tech team to make sure the tool would carry a specific logic when spawning the vegetation so it looks as natural as possible.
My tasks were to:
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Early in the project, I had to improve what had been done for the early access release of the game
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Create organic assets to fit various biome themes
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Create gameplay elements to hide or protect Scavengers
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Optimize and gage the density of foliage in the map to follow performance constraints
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Work closely with the programmers and technical artists to make sure the procedural generation had a logic when spawning all of the assets
Software used:








Salt Creek Part 1
Displaying foliage variety and density

Salt Creek Part 2
Rivers and rock formation

Salt Creek Part 3
Weeping Willow and foliage variety

Cemetery Part 1
Tombstones and structures

Cemetery Part 2
Other structures made for theme

Arizona Landscape Part 1
Foliage variety for the theme

Arizona Landscape Part 2
Other asset variety

Fire in the Sky Part 1
Foliage variety

Fire in the Sky Part 2
Icicles mostly

Desperate Expedition
Ice shards


JungleFoliage

JungleLeaves

CoverBushes

Hex

SnowPines

TombstoneGrail

Arch - Mausoleum

Tombstones

Tombstones part 2

Tomb - Altar

GrassPatches

Lamp

DESRocks

TallCactus

SmallCactus

WinterFoliage


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