Professional Environment Artist

Post Scriptum

Platform: PC |Engine: Unreal Engine |Release Date: August 2022

Software Used: 3DS Max, Photoshop, Quixel Suite, Unreal Editor 4.27

These are examples of large environment props and buildings that I made for the game Post Scriptum. These assets were modeled by hand in 3DS Max and materials were created in Unreal Editor 4.27. The buildings can be entered, and have interiors that were made with FPS game play in mind. They all use custom UCX collision. I also worked on designing a new Chapter 4 map named Haguenau which is based on a French airfield occupied by Germany during World War II. I designed the initial layout from real world archived references. The buildings, watchtowers, radar stations and other props were all modeled from reference I gathered. I worked extensively with trees and foliage and was tasked with updating all the trees in the game with better models and trunk textures as well as roots and bulb bases. I made new dry tree and bush variants for winter and improved the look of the existing snow pine trees by re-painting the snow texture. I taught myself how to create octahedral impostors using an Unreal Engine plug-in and updated the new trees and foliage with impostors for their lod4. I then went on to create impostors for every building and large prop in the game which greatly improved overall performance across all maps. For the chapter 4 map Maginot, I modeled modular pieces which were used to create a gigantic system of tunnels and bunkers accurately recreating the Maginot Line. Another huge part of the game I worked on was the Armoured Tank update. This was a lot of work that involved re-doing the tank skeletons and re-skinning every tank in the game to allow for more complex animation and special effects. This work was mostly technical and I gained a lot of new skills with skinning vehicles, setting up components and importing the skeleton into Unreal for a test drive.

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