Highguard - World Materials
Grassy Wavy Sand for the Dustline map. Grass being blended in is from Jose's Grass Green Generic for Rivermark that established the texturing style for grass in the game.

Grassy Wavy Sand for the Dustline map. Grass being blended in is from Jose's Grass Green Generic for Rivermark that established the texturing style for grass in the game.

Wavy Sand for the Dustline map. Wanted to push the idea that 'Vesper' (our magical thing underpinning a lot of things in the world) affected the terrain in the map.

Wavy Sand for the Dustline map. Wanted to push the idea that 'Vesper' (our magical thing underpinning a lot of things in the world) affected the terrain in the map.

Basic Sand variant for the Dustline map

Basic Sand variant for the Dustline map

Wavy Shore Sand - This is the most disturbed sand as we were going with the narrative that the water had a heavy concentration of Vesper and affecting its nearby shores even more

Wavy Shore Sand - This is the most disturbed sand as we were going with the narrative that the water had a heavy concentration of Vesper and affecting its nearby shores even more

Grassy Sand for the Vesper City map. Grass being blended in is from Jose's Grass Green Generic for Rivermark that established the texturing style for grass in the game.

Grassy Sand for the Vesper City map. Grass being blended in is from Jose's Grass Green Generic for Rivermark that established the texturing style for grass in the game.

Sandy Footpath - one of the layers I was blending to for our roads and footpaths in Vesper City

Sandy Footpath - one of the layers I was blending to for our roads and footpaths in Vesper City

Basic Sand Variant for the Vesper City map

Basic Sand Variant for the Vesper City map

Basic Sand Variant for the Vesper City map

Basic Sand Variant for the Vesper City map

Highguard - World Materials

Here's a selection of terrain materials I worked on primarily for our Dustline and Vesper City maps. For the other maps, I was able to make good re-use of existing materials of our library with tweaks. I never got to do many terrain materials in previous projects, so it was fun to dive into it here, as we were even moreso generalists on this team with how small our environment art team was. Generally, to help speed up the texturing process, I'd start from a Megascans texture base and heavily modify it to fit the game's texturing style (simplified realism) and fit references we're looking at. With that workflow, would generally be able to get a full material out in 1-2 days. Even more iteration would go on top of that once I got it all blending on the terrain and seeing how it's all sitting together.


Our environments were a colossal team effort by a relatively small team by AAA standards (we shipped with 7 Environment Artists with no environment outsourcing!). There was a lot new we had to built, but we also had to be efficient and smartly re-use the asset bank that we built up across maps.
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Art Director / Lighting:
https://www.artstation.com/rtaube
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Lead Environment Artist:
https://www.artstation.com/jzartist
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Environment Artists:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
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Environment Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/nicholasschumaker
https://www.artstation.com/gabberwocky
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Game Designer for Trees:
Mohammad Alavi
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FX Artist:
https://www.artstation.com/mreberg
https://www.artstation.com/ryanbartonvfx
Christopher Shepherd

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