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, 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

 
 

 
 

REFERENCE & WORLD STUDY 

 

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 UE4 with a team of 3 artists and engineers.

My main roles : write the script for characters and event timelines of the experience, establish the art direction and modular props with our environment artist, establish the event milestones in play, visual scripting interactions with blueprints for the player experience, coordinating audio for narration and spatialized sounds with our audio engineer, directing the animation based on timing and blended poses with our animator, game optimization for VR, lighting, world building & set dressing, terrain building with world machine and creation of shaders and procedural materials.

...This has become a long list of duties my team and I have had to develop and troubleshoot in creating this VR experience, but there's a lot more yet to discuss. If you email me, I would love to chat more in depth about the whole process and the many obstacles my team and I overcame and problem solved while building the Cocoon experience for VR. 

 

Creative Director & Developer : Mimi Park

3D Environment Artist & Modeler : Jae Won Rim

3D Animator : Jonathan Song

Audio Engineer : Camden Barkley

 

Screenshots and Demo Rendered in UE4

 

 

Tools: Unreal Engine 4, Maya, Substance Designer, Substance Painter, ZBrush, Photoshop, World Machine

 

 

 

 

 

 

Come out to see us at VRLA 2017

and check out our demo in collaboration with

ALL THESE WORLDS LLC 


 

Landscape : Heightmap Terrain with World Machine rendered in Unreal Engine

Landscape : Heightmap Terrain with World Machine rendered in Unreal Engine

 
cocoon_vrla2017_e34