As an environment artist on Obduction, I was able to work within the three main worlds - Kaptar, Maray, and Hunrath.
Kaptar is the first world displayed above - the juxtaposed world of ancient machinery and temple ruins. I was responsible for all of the mechanical machinery that lives in the world, as well as the skeletal remains of the giant 'Whægon' flying whale creature.
My largest contributions to the world was the set dressing and lighting of the Turbine Cave and the Whægon Boneyard.
Maray is the second world displayed above - the swamp world filled with carapace-like alien buildings. I was responsible for developing a 3D workflow for the creation of the builds, as well as the construction of most of the buildings themselves.
Hunrath is the third world displayed above - A piece of earth inspired by the mining town of Jerome, Arizona. My largest contribution was one of the two DLC areas created for the PS4 release - The Soviet Submarine cave.