In my role as the Lead Artist - Environment for the project, I oversaw a strike-team of seasoned artists (at senior level and above) tasked with developing and prototyping the visual style and identity of this world and researching and establishing world creation pipelines in UE5. We did a number of early rapid-prototype tests but eventually settled on these two biomes, the field and the forest, to take to a more polished state first. They gelled best with the work the Level Design, Character and Creature Teams were doing and when all were combined, promised to create a compelling whole.
Additionally, I served as a foliage artist, material artist and occasional hard surface prop artist while working with this group.
I want to thank Brandi Andreason, Guillaume Deschamps-Michel, Liuyazi(Arya) Hou, Zakari Kaszubowski, Owen Kim, David Lieu, Marjan Mahdjoubi, Akira Orikasa and Mike Sekowski for all their artistic, awesome, creative, imaginative and inspiring contributions to this team. And for making this work the most fulfilling and interesting art I've ever been a part of. I had more fun working on visual development with this pod than I've ever had at RAD - and that's saying a lot. I'll miss you folks!
Artistic Contribution: Brandi Andreason, Guillaume Deschamps-Michel, Zakari Kaszubowski, David Lieu, Marjan Mahdjoubi, Erin McKown, Akira Orikasa and Nathan Phail-Liff
Video: G. Deschamps-Michel
Artistic Contribution: Brandi Andreason, Guillaume Deschamps-Michel, Zakari Kaszubowski, David Lieu, Marjan Mahdjoubi, Erin McKown, Akira Orikasa and Nathan Phail-Liff
Video: E. McKown
This is the first time everything was working & looking as expected after an Engine Transition from RADEngine to UE5. Huge props to all for the studio-wide effort, but especially our Engineering teams, as it was no easy task.
Video: N. Phail-Liff