PC XBLA - Environments

XBLA - Bladekitten

As a environment Artist at krome I took the very rough grey box levels from the level designers and created the finished levels.   We used a modular system to create the levels with limited 3D artwork.  As shown in the finished game we came up with brilliant ways to reuse assets without it being noticeable, you really feel looking at the levels they are made with hundreds of different modular pieces when this is far from the case.
This work involved creating vistas, focal points and considering framing in each section to create environments that were not only aesthetically pleasing, pretty and fun but distinctive so the player does not get lost. I worked very closely with the level design team to make sure my Art placement and creation of the environment and level fully incorporated all they required and wanted for their design.  As I show below I went a step further adding triggers and paths to bring life to the game world.










For Blade Kitten I sought out extra ways to bring environment to life, by setting up triggers and paths in the levels.

Examples of this below include falling fruit and ships flying in from the back ground.



I would receive a very basic layout from the design team that showed where they needed jumps and blocks.
I would also get a concept from the concept team for the feel and look we wanted for the environment.  From this I would create a first pass of the level. 










                  






Navatek  Vperch 


I created this swimming pool scene using unity.  I created all the art for it except from the water shader. I worked with Navatek STEM for their project.  It took around 16-20  hours for the model, textures and getting it set up in unity with lighting.  The end media, is a training tool for students learning about design and ship manufacturing.