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Camelot Unchained - Environment Art Lead/Producer - 2013 ->2020

Environment art created for Camelot Unchained. I acted as Environment Art Lead as well as Producer. Primarily responsible for ground textures, organic assets, and terrain mod setup in procedural terrain system. I was assisted by these fantastic people:
* Junior Environment Artist Dionne Phua - (https://dionnephua.artstation.com/ ) - assisted with environment assets and man made props.
* Character Art Lead Jon Young - (https://www.artstation.com/unknownvariant) - Statues
* Lead Concept Artist Michelle Davies
Poly and texture budgets were of paramount concern as 500+ player battles needed to be supported at a "decent" framerate. See more at camelotunchained.com

(Building created by players in proprietary building tool.)

(Building created by players in proprietary building tool.)

I was responsible for concept, layout, terrain textures and natural props. Dionne Phua assisted with rock modeling and rock props. Jon Young created the initial statue sculpts and 1st pass textures.

I was responsible for concept, layout, terrain textures and natural props. Dionne Phua assisted with rock modeling and rock props. Jon Young created the initial statue sculpts and 1st pass textures.

The first time we dropped this model into a zone. At this point we'd had rough pass textures on it that ended up not matching the whole zone. Dionne Phua at this point had done most of the assembly and modeling and I helped finish up and adjust later.

The first time we dropped this model into a zone. At this point we'd had rough pass textures on it that ended up not matching the whole zone. Dionne Phua at this point had done most of the assembly and modeling and I helped finish up and adjust later.

Assembled in maya for rough check. Everything was broken into many models to improve LODing as you ran around this massive ring with a goal of reducing any popping with gameplay focal points in mind.

Assembled in maya for rough check. Everything was broken into many models to improve LODing as you ran around this massive ring with a goal of reducing any popping with gameplay focal points in mind.

(Pre-PBR and HDR work.)

(Pre-PBR and HDR work.)

(Pre-PBR and HDR work.)

(Pre-PBR and HDR work.)

(Pre-PBR and HDR work.)

(Pre-PBR and HDR work.)

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

I did assembly and layout, modeling/texturing of supporting walls, stairs, stone docks. Buildings created by players and placed in engine. Props by Dionne Phua. Animal/People statues Jon Young.

Jon Young modeled this really cool statue in the foreground for me. I asked him for a guy in agony tearing at his face. Love it!

Jon Young modeled this really cool statue in the foreground for me. I asked him for a guy in agony tearing at his face. Love it!