For this project, my role was to help build the Geonosian Queen's lair, and to make it feel intricate as possible minding player path, engine constrains, and memory budget. For this area I had a lot of artistic freedom since we weren't provided with any sort of concept art to start with; only at the very end we got a few paintovers to push the mood and feel of the space. My main goal was to make the rooms transition from a temple, where you spawn, to a hive/cave, where you encounter the queen. My job consisted of: polishing level layout, set-dressing and propping, lighting, terrain sculpting and vertex painting, terrain painting (including pebbles and flora), VFX placement, collision, rooming, level polish, and optimization.
All assets were created by other artists, with some being kitbashed and re purposed by me. Special thanks to, Carrie Meade (Art Director), Jason Moulton (Environment Lead), Garrett Brown, and the rest of the SWTOR team.