SpellBreak

I was the Lead Artist on Spell Break and eventually the Senior Lead Environment Artist. I was the sole environment artist on Spell Break through its prototyping and through Closed Alpha when we began to expand the team. I was responsible for prototyping and initial sculpting/painting of the map, creation of foliage meshes, textures and shaders, the creation of structure meshes, textures and shaders.

I also created specialty shaders and organic obsidian meshes, R&D of various systems of the game and new workflows, creation of landscape textures and landscape auto material. I created lighting and localized atmospherics for the various biomes. In addition I hired and mentored the artists and built up an outstanding environment team to see the project through to final release across four different platforms simultaneously.

Smart material created in Substance Painter for SpellBreak. Sorry for the audio, I need to re record.

Smart material created in Substance Painter for SpellBreak. Sorry for the audio, I need to re record.

Credit: Dana Loud for zbrush sculpt trim sheet.