Breach Environment Shots: Giza

I was responsible for some propping, collision, the ice-terrain mesh, ice materials,  and vertex painting in this area.

I was responsible for some propping, collision, the ice-terrain mesh, ice materials, and vertex painting in this area.

I was responsible for some propping, collision, the ice-terrain mesh, ice materials,  and vertex painting in this area.

I was responsible for some propping, collision, the ice-terrain mesh, ice materials, and vertex painting in this area.

Previously the majority of this hall was ice, but performed poorly. I was responsible for re-imagining and re-building this room to bring it up to standard.

Previously the majority of this hall was ice, but performed poorly. I was responsible for re-imagining and re-building this room to bring it up to standard.

Previously the majority of this hall was ice, but performed poorly. I was responsible for re-imagining and re-building this room to bring it up to standard.

Previously the majority of this hall was ice, but performed poorly. I was responsible for re-imagining and re-building this room to bring it up to standard.

During the development of the Giza level in Breach, I worked alongside other artists to take the gray-box version of the level to final. My main focus during the production of Giza was materials, followed by world building, propping, collision, and optimization.

Album
Date
March 26, 2019