The story: The moon was destroyed by an asteroid, causing meteors and moon debris, that contains valuable resource called 'Sigma, to hit earth in an area called the sacrifice zone. Japan happened to be in that zone. In our game we are calling this area the Habashi square. Which is a fictional name for a popular square in Japan. It was left abandoned by its citizens and became a battlefield for corporations and mercenaries who are after the valuable resource.
As Lead Environment Artist, I worked closely with Art Director Jay Prochaska to establish and maintain the visual direction for the environment, translating the project’s visual goals into clear guidance for the internal and external art teams.
I led the environment asset production process, overseeing visual quality, technical execution, optimization, and consistency across the space. I also oversaw the development of the modular environment kit, providing direction and feedback to ensure the pieces worked together visually, supported efficient level construction, and met our technical requirements. Throughout production, I reviewed work from the Sperasoft team and provided ongoing feedback on style, quality, fidelity, and performance.
In addition to leading the team, I remained hands-on with the environment. I designed several of the buildings using the modular kit, and reworked selected marketplace assets by cleaning up geometry, creating new textures in Substance Painter, and bringing them in line with SHRAPNEL’s visual language and production standards.
Vehicle art by Sperasoft, Danny Rodriguez and Patrick Hudon. Some of the billboard graphics were done by Duane Santos. Map set dressing by Sperasoft, Jay Prochaska and Myself.