Responsibility: prototype, plan & design with a small strike-team to construct the classic FR Cortana Room based on concept targets for the E32019 trailer, while developing a texture-based approach with Art Direction (SPARTH).
I focused on parallax construction of catwalk textures with Booleans in 3ds Max to become height maps while modeling modular asset sections. Working closely with the FR strike-team to build a set of models & textures we had fun realizing the space, through production I maintained a set of daisy-chained materials for specific tuning & tonal shifts to guide the player and breakup the uniformity.
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Modeling: Jihoon Kim (Mega-Pillar Model/Texture Sets), Patrick Hammond (Wall/Plinth Model/Texture Set), Sharlene Lin (Wall Pillar Model Set)
Layout Art: Tim Diaz
Animation/Rigging (Cylixes): Rory Young
Rigging (Technical): Adam Grayson, Turner Sinopoli
Surface Shaders (Master Set): Chiyo Lai
Surface Paint/Weathering: Matthew Cerasoli
Surface Lead: Rogelio Olguin
Shader Initial Development (Parralax Mapping): Kurt Diegert
Ligthing: Josh Dean, Tyler Feddeler
Effects: Ian Gargle
Art Direction & Concept: Nicolas Bouvier (SPARTH), Ben Mauro
Environment Content Managers: Mattias Kylen & Marc Brinkley