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Man-made ice cave
Longwall coal mining. Longwall shearer and roof support shields on an undulating seam. for http://ift.tt/2gUqHTb
Paris, catacombes
graffiti my blog:http://blog.sina.com.cn/08gliulian
Dust 2 Reskin. I wanted to challenge myself to reskin one of the most iconic maps in videogames. I also added the prelim sketches where you can see where the idea started vs where it ended.
Bahari was a zone where I took on a very central role in its development. I was the main environment artist assigned to the map, responsible for establishing the different biomes and overall color palettes of this region. It is a large map, so creating many unique locations throughout it was challenging. The majority amount of the final level design of northern Bahari was executed by me, along with the world building. Me and my peer Lou Dumont worked closely on this map to bring it to completion.
LAWBREAKERS for PC and PS4: http://lawbreakers.nexon.net/en/buynow As Environment Lead for Lawbreakers, I've had the good fortune of working with an immensely talented art team on this truly groundbreaking title. Grandview was Lawbreakers' debut map, and represents Bosskey's first foray into the public facing arena. For Grandview, I was responsible for a wide range of tasks within the team, including scoping, concept direction, modeling, texturing, material work, lighting, optimization and outsource management. Credit goes to my amazing team: Art Direction: Tramell Isaac Environments: Eric Klokstad, Ned Gasorntip, Jayson Miller, Neil Pascarella, Ivan Bonachea, Josh Pegram Level Design: Hunter Peyron FX: Nick Peterson, Brandon Bickford Lighting/TA: Jonathan Bishop TD: Jonathan Ferguson Outsourcing: Ryan Hawkins These are shots from our official site: www.lawbreakers.com. More shots will be added to this album soon, so stay tuned!
With the launch of Lawbreakers on PC & PS4 http://lawbreakers.nexon.net/en/buynow. Here are some official shots from the map, Grandview. All maps are obviously a collaborative effort among many moving parts. However, specifically, I was responsible for many tasks within a small Environment art team across a wide range of disciplines including modeling, texturing, materials, technical aspects of game art (collision, lods , etc.) Credit goes to the amazing LB team: Art Direction: Tramell Isaac Environment Lead: Josh Rife Environment Art: Eric Klokstad, Ned Gasorntip, Neil Pascarella, Ivan Bonachea, Josh Pegram Level Design: Hunter Peyron FX: Nick Peterson, Brandon Bickford Lighting/TA: Jonathan Bishop TD: Jonathan Ferguson Outsourcing: Ryan Hawkins www.lawbreakers.com
大声地说
ArtStation - Diablo IV - Sarkova Pass
As design point on this zone I planned the overall layout and gameplay flow in collaboration with Quest Design, Environment Art and other Level Design talent, and developed varying Points of Interest throughout the zone from conception to final product. https://www.artstation.com/mheyman https://www.artstation.com/saralwons