Breach Environment Shots: Kiev

Responsible for propping, vertex painting, material creation, collision, and optimization along side other artists in this area.

Responsible for propping, vertex painting, material creation, collision, and optimization along side other artists in this area.

Responsible for propping along the walls, vertex painting, material creation, collision, and optimization along side other artists in this area.

Responsible for propping along the walls, vertex painting, material creation, collision, and optimization along side other artists in this area.

Responsible for propping along the walls, vertex painting, material creation, collision, and optimization along side other artists in this area.

Responsible for propping along the walls, vertex painting, material creation, collision, and optimization along side other artists in this area.

In this area I was responsible for some of the propping, and building out the fake room on the left, as well as many of the materials, collision, and optimization.

In this area I was responsible for some of the propping, and building out the fake room on the left, as well as many of the materials, collision, and optimization.

In this area I was responsible for the destruction caused by the vine, as well as propping, and most of the materials, collision, and optimization.

In this area I was responsible for the destruction caused by the vine, as well as propping, and most of the materials, collision, and optimization.

In this area I was responsible for some of the layout planning, propping, material creation, collision, and optimization.

In this area I was responsible for some of the layout planning, propping, material creation, collision, and optimization.

In this area I was responsible for some of the layout planning, propping, material creation, collision, and optimization.

In this area I was responsible for some of the layout planning, propping, material creation, collision, and optimization.

In this area I was responsible for some of the layout planning, propping, material creation, collision, and optimization.

In this area I was responsible for some of the layout planning, propping, material creation, collision, and optimization.

In this area I was responsible for the destruction, materials, collision, and optimization.

In this area I was responsible for the destruction, materials, collision, and optimization.

In this area I was responsible for the destruction, materials, collision, and optimization.

In this area I was responsible for the destruction, materials, collision, and optimization.

During the development of the Kiev 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 Kiev was materials, followed by world building, propping, collision, and optimization.

Date
March 26, 2019