Apex Legends S11 | Behind The Scenes
Owned a lot of the core jungle areas across the middle of the map.

Owned a lot of the core jungle areas across the middle of the map.

The two zones I owned to the North and South of the Storm Catcher. One of them being of the biggest zones of the map.

The two zones I owned to the North and South of the Storm Catcher. One of them being of the biggest zones of the map.

Wireframe of those two zones. We hand-make all our terrain in Maya, either by hand or using some of Maya's newer Retopo tools.

Wireframe of those two zones. We hand-make all our terrain in Maya, either by hand or using some of Maya's newer Retopo tools.

Given that Zone 9 was one of the biggest zones of the map, it was imperative I split it into more digestible chunks and schedule it as such. Ended up tackling 2 sub-zones every two weeks or so.

Given that Zone 9 was one of the biggest zones of the map, it was imperative I split it into more digestible chunks and schedule it as such. Ended up tackling 2 sub-zones every two weeks or so.

Zone 2/Checkpoint Maya Terrain

Zone 2/Checkpoint Maya Terrain

Zone 2/Checkpoint Maya Terrain wireframe

Zone 2/Checkpoint Maya Terrain wireframe

As I was sourcing reference for the Kapok tree, quickly realized its leaves were similar to my Money Tree at home! It was a good opportunity to scan and compose its atlas in Speedtree while leveraging the 'Save As Material' function.

As I was sourcing reference for the Kapok tree, quickly realized its leaves were similar to my Money Tree at home! It was a good opportunity to scan and compose its atlas in Speedtree while leveraging the 'Save As Material' function.

How the singular leaf looked in Substance Designer after a lot of work on top of the base photo.

How the singular leaf looked in Substance Designer after a lot of work on top of the base photo.

The ever-evolving PureRef board I created alongside Eugene Kim. I'd constantly add Level Designer notes, or my lead's notes or any paintovers/concepts I got. Started off from the high-level direction and refs at the top and found everything else under it.

The ever-evolving PureRef board I created alongside Eugene Kim. I'd constantly add Level Designer notes, or my lead's notes or any paintovers/concepts I got. Started off from the high-level direction and refs at the top and found everything else under it.

Apex Legends S11 | Behind The Scenes

I had the opportunity to be the zone owner of some of the biggest and densest zones on Storm Point. Thought I'd give a little 'behind the scenes' of how some of our stuff is made, referenced, tackled and scheduled. Included some wireframe shots of our hand-made terrain (no heightmap terrain!) and a breakdown of how I split up my zones to schedule out.

Level Design by Rodney Reece
Env Art Direction by Robert Taube and Jose Zavala

Building up initial PureRef board for the Jungle Style was a collaboration with Eugene Kim:
https://www.artstation.com/deadecko
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Environment Art Team

Robert Taube
Jose Zavala
Lewis Walden
Mike Altamirano
Kristen Altamirano
Tri Do
Jake Virginia
Austin Arnett
Tragan Monaghan
Paul Tran
Brooke Olson
Hans Myaard
Eugene Kim
Leah Augustine
Jobye Karmaker
Richard Rude
Marcos Shih
Jude Lee

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