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 first material exploration tests include plaster, brick, asphalt, glass, metal, wood, plastic. I was also able to start exploring skyboxes and vista tech very early on. At the same time, I also got to constantly collaborate with a team of level designers and systems/hero designers to accommodate art needs to gameplay, as well as provide quality feedback on playtest sessions.
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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.