Concord || Robot Ruins

One of the main shots we used to develop the moss and terrain materials for this map.

One of the main shots we used to develop the moss and terrain materials for this map.

More moss work here. Working with TJ Halter, Mak Malovic and Eli Tuttle on the look of the moss, moss pads, and terrain. As well as plaster damage decals.

More moss work here. Working with TJ Halter, Mak Malovic and Eli Tuttle on the look of the moss, moss pads, and terrain. As well as plaster damage decals.

I spun up multiple painted metal detail normals, material instances using those normals, and then damaged metal decal kits for Rachel to use when working on the Robot.

I spun up multiple painted metal detail normals, material instances using those normals, and then damaged metal decal kits for Rachel to use when working on the Robot.

Great shot of Rachels robot. I supported by creating the materials she used for this guy. Detail normals, decals, material instance setup. You name it, I had a hand in it.

Great shot of Rachels robot. I supported by creating the materials she used for this guy. Detail normals, decals, material instance setup. You name it, I had a hand in it.

Worked on the moss, terrain materials, and also setting up the Display Screen Blueprints for this map. Screen graphics by Zach Gainer.

Worked on the moss, terrain materials, and also setting up the Display Screen Blueprints for this map. Screen graphics by Zach Gainer.

Here you can see some plaster damage decals and some constellation decals based on concept from Theo Prins.

Here you can see some plaster damage decals and some constellation decals based on concept from Theo Prins.

Terrain, moss, and general material work here. Robot brain headed by Rachel, and I supported through guidance and material setup for her.

Terrain, moss, and general material work here. Robot brain headed by Rachel, and I supported through guidance and material setup for her.

Tuned the copper material and decaling to be PBR compliant while still looking weathered. Worked back and forth with lighting until this hallway was cooperating.

Tuned the copper material and decaling to be PBR compliant while still looking weathered. Worked back and forth with lighting until this hallway was cooperating.

Interior work by Alan Flores. Here you can see his use of my hard surface decal kit, as well as some grime, damage, and general discoloration decals.

Interior work by Alan Flores. Here you can see his use of my hard surface decal kit, as well as some grime, damage, and general discoloration decals.

Worked to tune the vista rock materials to be more performant as we got towards map close.

Worked to tune the vista rock materials to be more performant as we got towards map close.

Terrrain materials, robot metals, general metals, and vista rock tuning were the main pieces I was helping on in this area.

Terrrain materials, robot metals, general metals, and vista rock tuning were the main pieces I was helping on in this area.

Integrated the posters that Zach Gainer made the graphics for, and also setup and integrated the Display Screen blueprints here.

Integrated the posters that Zach Gainer made the graphics for, and also setup and integrated the Display Screen blueprints here.

Showing the different buffer views that were used to tune the map during production. I used these to communicate across teams when tweaks needed to be made for harmony. Credit to Sourabh Hamigi for creating the buffer views!