My role on Hell is Us as a Principal Environment Artist spans from Artblocks (first art pass from Level Design's blocking), Level Art and Environment Asset creation for some maps, some vistas, procedural generation for some maps (terrain and vegetation creation) and tooling in Houdini and Unreal Engine.
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This is a small selection of the assets produced for the Lymbic Forge map.
Procedural Metal Door Generator breakdown in Houdini and Substance Painter.
Procedural Text Inscription in Houdini.
Lymbic pattern generation using Substance Designer, Houdini and Substance Painter.