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, Sean Pin Ho, 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

 
 

 
 
 

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

 
cocoon_vrla2017_e34