I was the point environment artist for half of Shattered Moon planet. The level was handed over to me from design blockout and I took it all the way to the finish. This area was the first interior created for Shattered Moon that later dictated a lot of the rest of the interior looks of Shattered Moon outside of the lab and laser tube areas. This is where early on Luke (my concept artist) would be almost mid concepting something and I would take it and run with it to see how it looks in a 3d space to walk around in and how it interacts with design and their requirements and then he'd go back and iterate and I'd do another 3d pass. Sam came in and nailed that almost spooky/mysterious feel with his lighting pass. I also made sure to create a master material that was easy to edit down the line and have the adjustments carry through to all of my set's pieces.
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Design Blockout: Mike Hurst & Brandon Yuan
Concept:
https://www.artstation.com/lsuzumoto
https://www.artstation.com/terraformstudios
Lighting: https://www.artstation.com/samsantillo
VFX:
https://www.artstation.com/misterbil
https://www.artstation.com/kirkork
Also setdressed using a few different assets created by a few different artsits in the studio but most notably here by Dave Miragliotta
Textures: I used a mix of textures to map my assets created by myself and:
https://www.artstation.com/benarmstrongart
https://www.artstation.com/polycrunching
Collision: Patrick Thomas
Dynamics Artists: Tyler Adams
Environment Art Leads:
https://www.artstation.com/kxiro79
https://www.artstation.com/billymatjiunis
Art Directors:
https://www.artstation.com/pombero
& Chris Sutton
Big thanks to the tech art team (Adam Perin and co) for the optimization/streaming support here.
Huge thanks to Tyler Adams, Sam Santillo and VFX team for getting a TON of movement going in the scene