Website powered by

Star Chamber - Crystal Interior

My contribution to this area was sculpting macro segments of the crystal interior visible above game play space areas. I collaborated with Mak Malovic - Principal Environment Artist and Amy Payne - Senior Material Artist since they established the initial crystal look and pipeline for gameplay space crystals.
--------------------------------------------------------------------------------------------
It involved taking macro normal bakes from Substance Painter into Substance Designer to process the necessary sss masks needed for the crystal look. Amy Payne was responsible for the substance graph used to process all of the crystal macro normals for this map. The crystal shader had a lot of technical aspects handled by Evan Liaw - Lead Material Artist. Lighting was handled by Adam Alexander - Senior Lighting Artist.
--------------------------------------------------------------------------------------------
The approach for this area was to keep minimal drawcall and mesh count usage by creating a bespoke sculpted area vs filling it up completely with individual kit pieces. It was largely baked out with 4-5 macro normal maps to achieve the look since this area was always visible from the center area.
Additionally, asteroid exterior shell, planet/star shapes embedded in crystal areas created by Mak Malovic.
--------------------------------------------------------------------------------------------

Senior Material Artist: Amy Payne
https://www.artstation.com/artwork/OvvL6k
Lead Material Artist: Evan Liaw
https://www.artstation.com/artwork/1N4dKo
Principal Environment Artist: Mak Malovic
https://www.artstation.com/artwork/vbJOaO
Senior Lighting Artist: Adam Alexander
Map Lead: Eli Tuttle
Concept Art: Liam MacDonald, Catie Savage
Lead Palette Artist: Raj Nattam
Level Design: Nigel Coutinho
Vista and Skybox: Nicolas Donel