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3D environment & lighting artist

Lead, art direction, lighting, post process, modelisation, texturing, integration


 

This game is my final year student project, produced by an 8 people team.

Close Call is a survival experience in space using Oculus Rift and made with Unreal Engine 4.

In an uchronia of the Cold War, the player is put in the suit of an astronaut lost in a devastated Russian space station. He must escapes while deciding to follow or not an Artificial Intelligence that is carrying.

 

 

Ping Awards 2015

Nomination and pariticipation in Ping Awards 2015, best student game category.

 

On this project, I was in charge of global aspects of the artistic direction. So I modelised, texturised the majority of the environments. I was also in charge of the lighting of different scenes and the general visual aspect, mostly camera effects and post process

environment art & interactive assets


High and Low poly
  • Modeling high and low, Hard Surface pipeline : 3DS Max 
  • Details and some repetitive shapes : ZBrush 
Baking and texturing
  • Baking and outputs : XNormal or 3DS Max 
  • Texturing and final outputs (masks and textures) : Quixel Suite 
  • Retouches and map compiling : Photoshop
Integration in Unreal
  • Static mesh and texutres importation 
  • Tweaking in a specific shader

art direction


With my 2 game artists team colleagues, I take part in the creation of the artistic direction of the game. 
Our main inspiration is 60-70's interiors design, we want to combine this specific fashion style with the functional indoors of a spaceship.
As the game takes place in the Cold War periord, our Russian station has to convey this particular soviet propaganda cliamate.
Mixing elegance, contrast between materials, and functional structures, we also want to create specific atmospheres. Our main direction is to produce a warm sci-fi environment, sometime pleasant, sometime oppressive.

TEAM LEADING


Link and report

Manage 2 game artists and ensure communication between the artistic team and the designer team

Organise

Established pipeline for asset production and environment design, increasing exchanges between artists and level designers

Help and listen

Being aware of colleagues worries and ideas and promote exchanges between people in the team, but also with others students



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