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I was one of the first in our company to get to work with Halo's propriety programs 'Bonobo' and 'Sapien' and therefore quickly stepped up as a jack-of-all-trades technician to everyone on the team who was in need of assistance.

I created of schedules and proxy meshes for team members on the levels 'Harvest' and 'Shatter', which I was responsible for as a Level Artist/Primary Artist.
I also did a first pass on lighting, effects placement, post effects, skybox, several artistic compositions within and around the play space and ran several tests for possible scripted animations. What I did that is still mostly there is my pass on plants/bushes/rocks/trees/crystals. I started out doing all of this for five levels, but as the team grew I got the chance to focus on just two.

Harvest
warframe



Shatter
The biggest challenge in Shatter was hands down the fact that half the level had to be covered by shadow.
It required a lot of tweaking not only for lighting, but also textures and the fact that gamedesign got affected by this if things would become too dark.





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