WORLDBUILDING
LIGHTING
UNREAL 4 ENVIRONMENTS
CONCEPT
SCULPTS
RESUME

_______FUSHCA DESIGN_______

WORLDBUILDING
LIGHTING
UNREAL 4 ENVIRONMENTS
CONCEPT
SCULPTS
RESUME
Blockout

Blockout

1st pass Previs on Architecture and Layout

Blockout

Blockout

Blockout 2

Blockout 2

Previz with a quick material Pass, from this point sent on to the environment art team to complete.

rocks_004.png
Final Art

Final Art

After final art is recieved, set dress, atmosphere pass, lighting pass for when no gameplay is occuring in the area.

Polish Pass

Polish Pass

Set dress, decal pass, lighting

Polish pass

Polish pass

Set Dress, decal pass, lighting

Polsih Pass

Polsih Pass

Terrain Pass: Landscape sculpt, paint. Set Dress of Rocks and Foliage to represent New England Island area

Polish Pass

Polish Pass

This area I blocked out the composition of the space in blockout. Buildings were done by environment art. The pavement work (done with splines), material placement, set dress, done by me.

 All terrain work, all foliage placed by hand. We had a large forest area at the northern end of the map. It was important to “sculpt” the spacing so players didnt get lost or feel that were endlessly running through the same grove.

All terrain work, all foliage placed by hand. We had a large forest area at the northern end of the map. It was important to “sculpt” the spacing so players didnt get lost or feel that were endlessly running through the same grove.

 Vista area, forced scale changes to make the world vasnish in a shorter space.

Vista area, forced scale changes to make the world vasnish in a shorter space.

Alpha_CommercialTriangle01.png
Alpha_WitchStore.png
error_003.png
 Blockout

Blockout

 Blockout

Blockout

 Blockout

Blockout

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Blockout
Blockout
Blockout 2
rocks_004.png
Final Art
Polish Pass
Polish pass
Polsih Pass
Polish Pass
 All terrain work, all foliage placed by hand. We had a large forest area at the northern end of the map. It was important to “sculpt” the spacing so players didnt get lost or feel that were endlessly running through the same grove.
 Vista area, forced scale changes to make the world vasnish in a shorter space.
Alpha_CommercialTriangle01.png
Alpha_WitchStore.png
error_003.png
 Blockout
 Blockout
 Blockout

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