Obduction

Kaptar - Turbine Cave

I was responsible for the creation of all of the metal elements in the world.  
For the turbine cave in particular - I was responsible for the second pass blockout, set dressing, and lighting.

Kaptar - Turbine Cave

I was responsible for the creation of all of the metal elements in the world.
For the turbine cave in particular - I was responsible for the second pass blockout, set dressing, and lighting.

Kaptar - Turbine Cave

Kaptar - Turbine Cave

Kaptar - Chain Winch

Additional responsibilities for the winch  included material aesthetic, rigging, animation, and initial blueprint setup.

Kaptar - Chain Winch

Additional responsibilities for the winch included material aesthetic, rigging, animation, and initial blueprint setup.

Kaptar - Boneyard

I was responsible for the modeling, texturing, and materials for the creature skeleton; as well as the blockout, set dressing, and lighting for the boneyard area.

Kaptar - Boneyard

I was responsible for the modeling, texturing, and materials for the creature skeleton; as well as the blockout, set dressing, and lighting for the boneyard area.

360 Panoramic shot with Ansel - Kaptar Turbine Cave

Maray - The Armory

I was responsible for developing a 3D workflow for the creation of the buildings, as well as the construction and blueprint setup for most of the buildings - including the Armory building.

Maray - The Armory

I was responsible for developing a 3D workflow for the creation of the buildings, as well as the construction and blueprint setup for most of the buildings - including the Armory building.

Maray - Tram Station

I was responsible for developing a 3D workflow for the creation of the buildings, as well as the construction and blueprint setup for most of the buildings - including the tram station building.

Maray - Tram Station

I was responsible for developing a 3D workflow for the creation of the buildings, as well as the construction and blueprint setup for most of the buildings - including the tram station building.

Maray - Various  Buildings

I was responsible for creation of the Armory (front), the Tram Station (back), and the swap sphere huts (middle)

Maray - Various Buildings

I was responsible for creation of the Armory (front), the Tram Station (back), and the swap sphere huts (middle)

Hunrath - Submarine Cave

I was responsible for the second pass blockout, modeling, materials, set dressing, and lighting for the submarine cave area.

Hunrath - Submarine Cave

I was responsible for the second pass blockout, modeling, materials, set dressing, and lighting for the submarine cave area.

Hunrath - Submarine Cave

Hunrath - Submarine Cave

Hunrath - Submarine Cave - Pano

Hunrath - Submarine Cave - Pano

Hunrath - Submarine Cave - Pano

Hunrath - Submarine Cave - Pano

Kaptar chain winch - high poly

Kaptar chain winch - high poly

Kaptar creature skeleton - sculpt

Kaptar creature skeleton - sculpt

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 below- 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 below- the swamp world filled with carapace-like alien buildings. I was responsible for developing a 3D workflow for the creation of the buildings, as well as the construction of most of the buildings themselves.

Hunrath is the third world displayed below- 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.