




Unknown 9
Level Artist - Modeler
During my time at Reflector, I got to the work on the vertical slice of the game and one of the early levels. I was responsible for the entire cave level shown below based on the level design blocking I was given. Some of the assets and gameplay elements were made by me as well
Following the vertical slice, I moved on from an organic level to an urban level. I made my first modular building kit and built out all of the level while collaborating with my level designer through each section of the level.
My tasks were to:
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Layout from L0 to L3 while collaborating closely with level design and other departments.
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Use layout tools such as Unreal's blueprint, landscape and foliage tools.
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Create assets as needed (modular, gameplay and set dressing) following the production's guidelines
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Work closely with the technical artists to test tools such as blueprints to keep certain pipelines optimal and document it to help other artists
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Work with the cinematics/mocap department for scripted moments in my map.
Software used:




- Ground shaped and textured with Unreal's landscape tool - Foliage and ground details spread with Unreal's foliage tool - Vine kit and ground elements made by me

- Layout of the area made based on a design blockout - Collaboration with FX and light department to create opportunities for guidance and presentation.

- A Kit of stalactites and stalagmites with 4 pieces total was used across the cave.


Climbable gameplay asset made by me



- Combat area. Crouch opportunities - High Grass for stealth - Clumps of asset for figure 8s if engaged in combat - Multiple paths for exploration

More collaboration with lighting.

Side opening for the player to observe and assess the expeditioner area before entering.



-Open area for mini-boss encounter. - Ground and walls made by me

- Walls made by me






- Modular structure made by me.


- Starting point of the level - Collaboration with cinematic - Structural kit made by me




- Building modular kit made by me





- Made with a atlas of all of the vegetation types used for the map - Textured with a mix of Photoshop and Substance - Low poly leaves placed individually

- Both facets are different for more efficient uses and avoid creating too many pieces.



- Made in Zbrush using the lace tool as a base. Textured in substance

- Gameplay assets also made in Zbrush, Maya and finished in Substance.

- Gameplay assets for health

-Base made in maya then detailed in Zbrush, finished in substance.

-Destroyed variant

-Fake shelter for the altar area

- Modular kit made by me. This is a combined Blueprint in unreal combining some of the pieces I made




