Redfall. The position was a Level Architect.
This meant creating a space from zero. Blockout level design, give pieces to environment art to create final art and then I would reassemble the final product. Many of the sturctures in these images were created by another Architect using a spline system. A few in the last images I created.

These shots were mostly decal and set dress. Notice the creepy set of decals at the end of this corridor. Workign at Arkane was a humbling experience. I learned so much about iteration on story and viz dev. The team was very adapt to layering pieces of story to every space.

This space the player comes back to later in the game at this state. The scene has added abstract wodden pathing and cult tribal architecture towards the end of the game.

This space came together in about 5 weeks using mainly splines. I laid out the structure blockouts and our taleneted spline architect came back in with final buildings. My final work is mainlg the ground pathing and set dress after blockout.

I was proud of this arrangement of trees. These were placed manually, about 12-16 hours of work to create this forest.

This indicates the vista work I did above the train track valley below to create a sense of world past the player boundary.

This space was intially flat. I worked with my deisgner and created a more hilly area that represent the New England area. I love splines!

These smaller buildings are the ones I blocked in but we decided to keep do to time.