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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:
  • Early in the project, I had to improve what had been done for the early access release of the game
  • Create organic assets to fit various biome themes
  • Create gameplay elements to hide or protect Scavengers 
  • Optimize and gage the density of foliage in the map to follow performance constraints
  • 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: 
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