Smugglers Gambit - Mersa Veta Hub Vista & Star Destroyer Finale
Imperial Tower Vista - Modeling, material and set dressing pass on the tower based on Stephen Zavala's awesome concept.

Imperial Tower Vista - Modeling, material and set dressing pass on the tower based on Stephen Zavala's awesome concept.

Imperial Tower Hub Vista - Modeling, material and set dressing pass on the tower based on Stephen Zavala's awesome concept.

Imperial Tower Hub Vista - Modeling, material and set dressing pass on the tower based on Stephen Zavala's awesome concept.

Wilds Hub Vista - Arted the vista with existing organic assets from the Wilds while working closely with Justin Woodard in VFX to layer on VFX cloud planes to create some nice separation. Worked against various Level Sequences to maintain good composition

Wilds Hub Vista - Arted the vista with existing organic assets from the Wilds while working closely with Justin Woodard in VFX to layer on VFX cloud planes to create some nice separation. Worked against various Level Sequences to maintain good composition

Wilds Hub Vista - Arted the vista with existing organic assets from the Wilds while working closely with Justin Woodard in VFX to layer on VFX cloud planes to create some nice separation. Worked against various Level Sequences to maintain good composition

Wilds Hub Vista - Arted the vista with existing organic assets from the Wilds while working closely with Justin Woodard in VFX to layer on VFX cloud planes to create some nice separation. Worked against various Level Sequences to maintain good composition

Star Destroyer Finale Mission - Light polish pass on Hangar area Martin Teichmann did art pass on. Added environment blaster damage storytelling to tie into mission intro cinematic. Lighting by Martin Teichmann.

Star Destroyer Finale Mission - Light polish pass on Hangar area Martin Teichmann did art pass on. Added environment blaster damage storytelling to tie into mission intro cinematic. Lighting by Martin Teichmann.

Star Destroyer Finale Mission - Polish pass on Generator Room area Martin Teichmann did art pass on - giving better support to catwalks, general set dressing, supporting generators visually and adding hidden destroyed states, etc. Lighting by Martin.

Star Destroyer Finale Mission - Polish pass on Generator Room area Martin Teichmann did art pass on - giving better support to catwalks, general set dressing, supporting generators visually and adding hidden destroyed states, etc. Lighting by Martin.

Star Destroyer Finale Mission - Bulk of my work was focused on this finale room. Worked from key refs provided by Lucasfilm to hit the spirit of Imperial reactor rooms. Lighting and initial 1st pass art by Martin Teichmann.

Star Destroyer Finale Mission - Bulk of my work was focused on this finale room. Worked from key refs provided by Lucasfilm to hit the spirit of Imperial reactor rooms. Lighting and initial 1st pass art by Martin Teichmann.

Smugglers Gambit Gameplay Trailer

Smugglers Gambit/Smugglers Run Reveal Trailer

Smugglers Gambit - Mersa Veta Hub Vista & Star Destroyer Finale

Despite the tight timelines, I managed to finish my work in Wilds earlier than expected and was able to help out on the Hub and the Star Destroyer finale mission. I got to work on mostly vista pieces for the Hub - arting up the imposing Imperial Tower overlooking the space (it was awesome working from ILM's Stephen Zavala's great concepts and concept blockouts) and building out some light Wilds vista in the distant cloud cover. For the Star Destroyer finale mission, Martin Teichmann did a great art pass on top of Jed's work with the Star Wars kit - I mostly needed to polish up some bits, add some destruction environment storytelling in the initial hangar to tie into the mission intro cinematic and focused on arting up the finale reactor room based on some key ref from Lucasfilm to hit the spirit of. Big props to Molly (who owned the Hub amongst other things) and Martin who held down the fort on the environment art side for over half the development before us new artists (Brian, Daphne, myself) joined the team in April/May 2026 to help finalize and bring things home together!


Although I had extensive UE4/UE5 experience in the past, it was definitely a good challenge to jump in during the middle of development to figure out the ins and outs and unique restrictions of UEFN, and ship all this within 3.5 months of joining the team! We needed to make the game work across PC, current-gen consoles, last-gen consoles, Switch and Mobile. It was definitely a big learning experience and fun challenge to get our art running and performing across all that!


Given the breadth of work across these two maps - please pay attention to image descriptions for more detailed work callouts, credits and breakdowns, as it varied from different areas. Big thanks and shoutout to the rest of the Disney Games and Digital Entertainment team that made Smugglers Gambit a reality in record time! These are some of the people I've worked closest with on the Environment Art end of things though:
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Art Director:
Ken Morse
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Lead Environment Artist:
https://www.artstation.com/mayday
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Environment Artists:
https://www.artstation.com/brianbeppu
https://www.artstation.com/mollywarner
https://www.artstation.com/invader-roxas
https://www.artstation.com/jobyek
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Environment Concept Artists:
https://www.artstation.com/walkingjayart
https://www.artstation.com/kellyperry
https://www.artstation.com/jenmeiart
https://www.artstation.com/alpha-step
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Level Designers:
Jed Bellini
Sydney Wolfram
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FX Artist:
https://www.artstation.com/justinwoodard
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Lead Character Artist & Character/Vehicle Outsource Management:
https://www.artstation.com/hcldesignworks