Very early screenshots of Spectre Divide environment art direction explorations using Unreal Engine (UE4). During this time I worked directly with the Art Director, the Art Lead, and a Concept Artist, to try to nail down a unique anime look that achieved stunning visuals and quick reads for the type of game we were aiming to make.
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Results from early visualization development include vistas level of details explorations aiming to nail the 2D anime look while also trying to bring something fresh stylistically to the table. I worked directly with a Tech Artist in material prototyping tech for vistas, vegetation, and other complex shaders like water, plastic, metal, and glass, that we knew would be challenging to convey given the unique style we were aiming to make. Another privilege I had during my time there was to work directly with a Graphics Engineer on being able to incorporate specified shadow casters for certain objects to nail some of out stylization guides. I also had the chance to work on breakable blueprints, physics, and environment ink explorations.
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Very thankful for the talented team at Mountaintop, and the creative freedom they allowed me to have during my time there.