Pseudonymous photographer Seph Lawless traveled the country for years to find dead malls and document their decay.
Here are several assets that I created for left 4 dead 3 (Fan Teaser). They are all Game ready and uses 2k textures and less.
I was very honored to be a part of the Ubisoft Toronto Character team on Far Cry 6. This is a portrait of female player character - Dani Rojas. I was responsible for modelling and texturing her head and facial expressions. Hairstyle and all Marmoset renders done by Alex Sideras. https://www.artstation.com/alexsid In-Engine renders - by Marco Barrettara. https://www.artstation.com/marcobar Concept art - by Steve Hong https://www.artstation.com/artwork/aYvmvR Art Director - Denny Borges Character Art Director - Elliot Mallon https://www.artstation.com/mall_one Lead Character artist - Austin Martin https://www.artstation.com/austin_martin
The majority of my work was focused in the underground bunker mission, however I was also involved in a few others areas. For instance, I made propping around the entrance of “American History Museum” (Main level artist of the mission was Myriam Dufrier and main level designer was Julien Tonsuso). I also worked on an area next to the entrance of the mission “Jefferson Plaza” (Main level artists of the mission were Natacha Ramonatxo and Paul Louret, Level design by Teofil Todorovic). . Many dev and artists have worked together on the same area, so these images represent a team effort. . I’m very proud to have worked on this amazing project with a such awesome team. Congrats and thanks to all the people involved on this game! Cheers
Concept arts of some props I made for Metro Exodus.
I've worked on Endnight's The Forest for about 3 years now. With it now finally released I decided to upload some of my work that has accrued over the years. Looking through some of my older work I can appreciate how I progressed as an artist. Most of the weapons took 2-4 days with most of them being on the shorter side. Turnover was pretty quick as we updated the game pretty frequently. Most weapons started as just a simple image, just a few of them had actual concept art behind it. I really appreciated the freedom the game director gave me to work in my own style. After a quick blockout in Maya most meshes got detailed in Zbrush and were prepped for baking in Marmoset and texturing in Substance Painter.
Here is some of the work I did for the game. It ranged from some R&D to making props, architectural modules, blending, collision creation, some set dressing, optimization. The team collaborated a lot on all parts of the levels, so overall it was a big team effort.
The Last of Us Part II continues Naughty Dog's run of critically-acclaimed games and we're excited to be the first place you can see the massive collection of Character Art, Environment Modeling and Texturing, Animation, Visual Effects, Design, and Illustrations that combined to produce the incredible gaming milestone.
Hartford Mill Oldham | Abandoned Britain - Photographing Ruins
Hartford Mill Oldham | Abandoned Britain - Photographing Ruins
Hartford Mill Oldham | Abandoned Britain - Photographing Ruins
Concept art from the video game Mad Max. Gutgash's stronghold Mad Max™ & © Warner Bros. Entertainment Inc.