GODBREAKERS - Kar-Aja

I was a part of the project from pre-production up to launch. From the exploration phase and finding the style for the game to the final polish of the project.
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Worked on all parts of the environments for the game, developing pipelines and workflows for setting up and building rooms for the game, Asset creation, shaders, Blueprints, lighting, dressing, optimization and documentation.
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It was important to make sure we had clear direction and workflows to ensure a consistent look between rooms and biomes as we scaled up to more people, while also making sure we could produce a large amount of rooms with high quality efficiently.
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As we were utilizing both the new Lumen and Nanite systems for this project there was a lot to learn and understand when it came to optimizing and working with the systems.
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We really wanted to separate ourselves and find our own unique stylization for our game.
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We aimed for a very clean and readable look for the game, while also utilizing the power of Lumen for lighting.
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Worked very closely to level design to ensure the art didn't compromise gameplay. I also tackled some of the level design work in the earlier parts of the production before we had a dedicated level designer.
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At the start we were 2 artists + Art director working on the art for the game. Toward production we scaled up with 2 more artists + 1 Technical Artist working on the environments for the game.
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I'm so proud of the game we made and cant give enough credit to the rest of the team. It was a fantastic experience and i got to broaden my skillset so much during these roughly 4 years. Here is the rest of the environment art team.
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Art Director
André Ahlinder
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Sr 3D Artist
Oskar Reftel
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Sr 3D Artist
Daniel Ottosson
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3D Artist
https://www.artstation.com/alderz
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Technical Artist
Jonatan Nordenstam
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Concept Artist
Simon Jannerland

We used a UV based gradient and a fresnel to create the look for most of the assets in this biome. This gave us a lot of control to tweak the look of assets in engine and saved us from texture samples. A second UV allowed use for textures where needed.

Spline Blueprint for the tubes

Simple script to generate the high, low and collision meshes for Islands. I made a similar script for the inside rooms.