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When You Gotta Go...

A swampy environment inspired by the Crew Challenge areas from Borderlands 3 and a playlist full of blues music. The main goal was to create an environment that was aesthetically interesting as well as being viable for gameplay within an existing franchise. I had a ton of fun working on this project, especially when it came to the texturing and materials!

Responsible for the creation of all aspects.

More on the design of this environment and a write-up on the level layout:
https://www.artstation.com/dixondubow/blog/D0Bj/targeting-opportunities-when-you-gotta-go-level-breakdown

Breakdown of the "Free! Sign" hero asset:
https://www.artstation.com/artwork/dO1onX

Making the graffiti was probably my favorite part of this project. For these, I drew the outlines in black, then inverted the image to use as an alpha. Material instancing helped to quickly iterate on the coloration and level of wear afterwards.

Making the graffiti was probably my favorite part of this project. For these, I drew the outlines in black, then inverted the image to use as an alpha. Material instancing helped to quickly iterate on the coloration and level of wear afterwards.

Modular sheet for the outhouse. The small holes in the floor and back wall were added to allow for the additions of pipes and further modification.

Modular sheet for the outhouse. The small holes in the floor and back wall were added to allow for the additions of pipes and further modification.

The organic kit was an interesting experiment for me. I was used to making smaller grasses and shrubs, so I tried to push myself to create a wider variety in both the sizes and types of my organics.

The organic kit was an interesting experiment for me. I was used to making smaller grasses and shrubs, so I tried to push myself to create a wider variety in both the sizes and types of my organics.