THE GRAND TOUR GAME
ENVIRONMENTS
These environments were based on real world locations with tracks that were mapped using satellite DEM data. The goal was to make the player feel like they were playing the show with seamless transitions from filmed footage into gameplay. Thus, a lot of attention was spent studying reference and arting up levels to match real world locations.
Responsibilities I held include:
Landscape painting, sculpting, set dressing levels with assets, decals, and foliage creation and optimization, vista creation and population, creation of some environment assets, textures, materials, vegetation, and some environmental effects.
Environments were created in a collaborative effort with artists :
Chris Mcleod, Charlie Kim, Daniel Davila, Eric Joo, Shashank Verma, Elpidio Loveranes, and Dorothy Chen, with support from Amazon artists. Art direction under Scott Chiu and Amazon Game Studio Leads.
Lumberyard Engine
Shipped Platforms: XBOX ONE, PS4
TEMPLE OF CALIGULA
UE4 ENGINE
I led the art direction with a team of 4 other environment artists to develop this Roman ruins scene.
My primary roles were creation of materials, meshes, textures, post process, lighting, set dressing and world building the environment. I led the art direction of my team to create an environment that visually relays the story and world expression of the reign of despotic emperor Caligula Caesar 3rd Emperor of Rome.
The concept was Inspired by Ryse, Assassin's Creed Brotherhood, the House of Black and White from Game of Thrones, and the crazy film Caligula directed by Tinto Brass and Bob Guccione.
TEAM
Mimi Park - Lead Environment Artist
Nicolas Kim - Environment Artist
Ryan Silva - Environment Artist
Daniel Wi - Environment Artist
Kevin Ginsburg - Environment Artist
Rendered in UE4
PBR Textures & Materials
Tools: Maya, Substance Designer, Substance Painter, ZBrush, Photoshop
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MODULAR ROCK SCULPT
I was responsible for all aspects of this asset.
Modular Rock sculpted in Zbrush, retopologized in 3DCoat and Maya, high to low poly bake and pbr texture done in Substance Painter, rendered in Marmoset.
3280 Tris
2048 X 2048
Tools: Zbrush, Substance Painter, 3D Coat, Marmoset, Maya
COCOON
VR EXPERIENCE
Cocoon is a VR experience developed in Unreal Engine 4. The demo of the experience was presented at VRLA 2017.
My main roles :
art direction/ vis dev
lighting, environmental fx
terrain/vista creation and world building
creation of texture and procedural materials.
script event timelines of the experience
task management and task priorities for work delegation and time management
blueprinting custom events/ game play milestones matched with animated sequences and triggers
node scripting interactions with blueprints for the player experience and functionality.
spatialized audio
animation sequences based on timing and blendposes
Lead Tech Artist and Environment Art : Mimi Park
Environment Artist & Modeler : Jae Won Rim
3D Animator : Jonathan Song
Audio Engineer : Camden Barkley
Screenshots and Demo Rendered in UE4
VR Experince ported for Oculus Rift
Tools: Unreal Engine 4, Oculus Rift, Maya, Substance Designer, Substance Painter, ZBrush, Photoshop, World Machine
Landscape : Heightmap Terrain with World Machine rendered in Unreal Engine
Landscape : Heightmap Terrain with World Machine rendered in Unreal Engine