Graven is a retro styled shooter made by Slipgate Ironworks, finding its visual influences in Quake, Hexen 2 and other 90's FPS games but with modern visual flourishes such as modern lighting and atmospheric effects.
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For this project I was brought on as a freelance 3D generalist, working on props, hero assets, level design and some character work. A sample of he broad range of work I have done on this project is on display here.
Much of the art on this project is a mix of unique modeled/textured elements made by me and shared trim sheets provided by Slipgate Ironworks, unless specified otherwise, the work shown here is a mix of these things. Only a few models I made are based on actual concept art, unless specified otherwise the work presented is of my own design.
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A break down of the general workflow:
To stay true to the style of the 90's retro vibe, most models for Graven are rather low poly, and have only a diffuse texture (alpha and emissive if needed). Textures are low resolution(ish) and are unfiltered to achieve the pixelated retro look. While a few textures are hand painted, most of the texture work was done in substance painter by having a high poly model, bake to low poly mesh and then apply materials and export that with the lighting baked in as the final diffuse texture. In some cases, texture where then touched up in photoshop.
Materials, such as the Tree bark material I made, and various others, where made in Substance Designer.
I had an incredible amount of artistic freedom on this project, usually an idea was given, or a broad requirement, and then I could come up with my own visual designs/ideas. In collaboration with gameplay designers, coders and the art lead I would exchange ideas, incorporate their requests and feedback and narrow down my design.
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As I became more familiar with the art style and project, I got to take on bigger tasks. The final cumulation of this was that I was allowed to create the Hero bridge and update the accompanying environment that leads up to the final boss of Hub2.
Together with gameplay designers I had full freedom to design and create the visuals of the games final boss arena. Accompanying that I established an early design for the Void level which was finalized and expanded upon by Dan Shannon.
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Artlead: https://www.artstation.com/dennispls
Lighting: https://www.artstation.com/simonknude
Conceptart: https://www.artstation.com/bdaroz
Leveldesign: https://www.artstation.com/blazedillon
Leveldesign: https://www.artstation.com/drecks
Leveldesign: Dan Shannon https://x.com/shodanshan https://danshannon.portfolio.site/