Sharon Etgar- collage
Joel Holmberg
Jessica Holmberg – owner of Empire Performance Horses and Reality TV Star from A&E’s Rodeo Girls – is a professional barrel racer located in Pilot Point, Texas.
Detta hus bygger på ett enplanshus som tack vare en taklutning på 45 grader får en snygg form och en fantastisk rymd i kök och vardagsrum, med nära 6 meter i takhöjd. I andra delen av huset är takhöjden 2,7 meter vilket gör att det finns möjlighet att att inreda ytterligare 60 kvadratmeter på vinden som kan ge två sovrum, allrum, badrum samt förråd.
Image of the dwarf irregular galaxy Holmberg IX. It is located 12 million light years away in the constellation of Ursa Major, and is a satellite galaxy of M81. It is one of the youngest nearby galaxies as it formed within the last 200 million years.
Jane Holmberg graduated from Design School, Kolding in Denmark. Since 2001 she has lived in Copenhagen working in various studios. Between 2007 and 2010 she was part of DesignerZoo, an arts complex with studios, exhibitions and a shop showing Danish craft and design. Jane works mostly in the lineag
This project was a competition proposal by KSP Jürgen Engel Architekten. The design is an infill building in the city center of Munich. Functions are mixed use(retail and offices). The design features a raised courtyard with access from the busy Sonnenstr…
Senaste nytt från Österbotten. Lokala nyheter, sport, ekonomi, kultur och mycket mer. Ända sedan 1856.
Had the pleasure of working on the castle for Season 23 with Neil McKnight. This was the first season that made use of nanite, displacement and lumen and it was a blast figuring it all out. Big props to our amazing tech art and engineering department that made all this a reality and of course to our outstanding environment team. Special thanks to Anton Migulko for his work on the main shader we used throughout the architecture pieces. There was some natural overlap but mainly I was working on exteriors and Neil on interiors. Our OS department produced some killer props as well which helped bring the space to life.
When Epic decided to make a new map for Fortnite, I was tasked with making the new foliage. I worked closely with Paul Mader, Antoine Guilbaud as well as several other tech artists in developing a new pipeline for making trees for our game. This was a huge learning process for me and it gave me a new appreciation for those of us focusing on foliage for games. The end result were trees with higher fidelity that were less expensive and had a lot more functionality that took advantage of our different time of days in the game. I honestly had a ton of fun making these and feel the team created a fun, warm and inviting island that is as much fun to explore as it is to play in. Rick Kohler was art lead and Pete Ellis was AD.
Competition entry for an office complex in Germany. 1st prize winner. Architecture by Henning Larsen Munich.
We bring complementary skills from the fields of Fine Art and Industrial Design skills that are utilized in our proprietary technique of mating metal sheets cut…
Here's a collection of some of the props I got to do for Fortnite. The shelter and Pyramid outpost provided additional challenges due to them being animated and getting constructed over time but it also provided the opportunity to learn a bit more about the amazing shaders within UE4. Art leads were Pete Ellis and Maury Mountain on the STW props and Rick Kohler on Fortnite BR
I had the pleasure of working on the Agency for Fortnite where I was responsible for developing the look of the building alongside Pat Murphy and Rick Kohler. I made the modular kit and its trim textures. The tiling textures were done by me and members of the Fortnite env team. Main statue in the front was done by Tobias Koepp and the agency props were outsourced by Nate Bowden. Nick Dariano made the helicopter landing pad. Rick Kohler was art lead and Pat Murphy was AD. Chris Kay was LD with the support of Scott Maclean. Big shout-out to the Fortnite env team for shipping yet another amazing season. Its truly a group effort and im really proud of how it turned out.
Route 66 is an Overwatch map I worked on, where I was responsible for making the architecture and its textures as well as a few smaller props. This was an awesome map to work on and I love the mood it captured. We managed to make the place feel run-down but inviting and colorful at the same time. Bram Eulaers did the cave at the end of the map as well as the canyon. Andrew Klimas did props and the traincarts seen at the start and Dion Rogers did vegetation and lighting. Big shout-out to the prop department, led by Nate Bowden for all their hard work. Art direction: Bill Petras Concept art: Nick Carver
This is the first Overwatch map where I got to take ownership of an area and take the architecture from start to finish. Philip Klevestav did the pyramid at the end of the map. Dion Rogers was responsible for lighting and vegetation and the prop team, led by Nathan Bowden did props. The env team participated in set dressing and decal placement. Bill Petras was the art lead. Making a nighttime map brings with it certain challenges, eps for a competitive game where you want to make sure there's plenty of visibility for the player. You don't want the map to bee too dark, making it hard for the player to navigate but also not so bright that it breaks the illusion of the evening setting. I am very proud of the end result and I had a great time making this map and for those of you that play the game, I hope you had fun playing it.