GRAVEN

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/

Various props, levers and quest items. To be used in various environments in the game.

Various props, levers and quest items. To be used in various environments in the game.

Furniture set 1, a rich and elegant set.

Furniture set 1, a rich and elegant set.

Furniture set 2, more sturdy medieval inspired.

Furniture set 2, more sturdy medieval inspired.

Purgatory Phantom enemy.

Purgatory Phantom enemy.

Statue female for Hub 3, it needed to evoke elegance, wealth and water.

Statue female for Hub 3, it needed to evoke elegance, wealth and water.

Swan statue for Hub 3. It needed to evoke elegance, wealth and water.

Swan statue for Hub 3. It needed to evoke elegance, wealth and water.

Signal fire Quest structure. I needed to create a structure that where the player light a pyre and smoke had to be funneled out.

Signal fire Quest structure. I needed to create a structure that where the player light a pyre and smoke had to be funneled out.

Fireplace hero prop for the Hub2 mansion. The mechanical ornament is a nod to the lore. The master of the mansion is obsessed with machines and technology.

Fireplace hero prop for the Hub2 mansion. The mechanical ornament is a nod to the lore. The master of the mansion is obsessed with machines and technology.

Well landmark set dressing for Hub 3, originally to be used as entrance to a puzzle.

Well landmark set dressing for Hub 3, originally to be used as entrance to a puzzle.

Gazebo landmark for Hub3 oasis. Destroyed version which is not used in game.

Gazebo landmark for Hub3 oasis. Destroyed version which is not used in game.

Decorative head ornament made for the entrance towards the final boss area. Concept by Bebeto Daroz

Decorative head ornament made for the entrance towards the final boss area. Concept by Bebeto Daroz

Windchimes for a puzzle in Hub 3. The chimes are actually made out of a single model that could
 be combined to create the various lengths.

Windchimes for a puzzle in Hub 3. The chimes are actually made out of a single model that could
be combined to create the various lengths.

Chandelier for the Hub2 mansion. It features prominently in the  main hall of the mansion.

Chandelier for the Hub2 mansion. It features prominently in the main hall of the mansion.

Hub3 Elevator, made out of modular pieces.

Hub3 Elevator, made out of modular pieces.

Tree kit, with a variety of trees. I created the most complex version first, then deconstructed it into its various versions. Model and bark material by me, leaf texture by Dennis Griesheimer.

Tree kit, with a variety of trees. I created the most complex version first, then deconstructed it into its various versions. Model and bark material by me, leaf texture by Dennis Griesheimer.

Gigantic tree stumps, for set dressing and gameplay. Can be traversed by the player, or can be used to block paths.

Gigantic tree stumps, for set dressing and gameplay. Can be traversed by the player, or can be used to block paths.

Tree roots kit for set dressing and gameplay. Can be traversed by the player or be used to block paths.

Tree roots kit for set dressing and gameplay. Can be traversed by the player or be used to block paths.

Hollow trees for set dressing and gameplay. Can be traversed by the player, or to block their progress.

Hollow trees for set dressing and gameplay. Can be traversed by the player, or to block their progress.

Logging kit for set dressing.

Logging kit for set dressing.

Various market stalls for set dressing Hub3 featuring different stages of decay. Cloth can be colored through the shader.

Various market stalls for set dressing Hub3 featuring different stages of decay. Cloth can be colored through the shader.

Hub3 tents, cloth can be colored through the shader.

Hub3 tents, cloth can be colored through the shader.

Various Ice walls, with interactive melting part, that can used to block player progress

Various Ice walls, with interactive melting part, that can used to block player progress

Modular bridge pieces that lead up to the hub2 boss arena. I proposed to create an monumental bridge leading up to the Hub2 boss arena . I had full freedom in the visual design and player progression, collaborating with gameplay designers.

Modular bridge pieces that lead up to the hub2 boss arena. I proposed to create an monumental bridge leading up to the Hub2 boss arena . I had full freedom in the visual design and player progression, collaborating with gameplay designers.

Bridge start section and overhanging chain section. The broken section is used multiple times. At the end of the bridge the player has to walk over the broken chain to cross a chasm.

Bridge start section and overhanging chain section. The broken section is used multiple times. At the end of the bridge the player has to walk over the broken chain to cross a chasm.

Bridge middle section. Cross-section showing lower walkway. This section is used twice and had to have a specific bend in it to fit the existing existing terrain.

Bridge middle section. Cross-section showing lower walkway. This section is used twice and had to have a specific bend in it to fit the existing existing terrain.

Bridge end section, with cross-section view of the tower layout.

Bridge end section, with cross-section view of the tower layout.

End boss arena. I had complete freedom in designing the visual look for the arena while adhering to the wishes of the gameplay designers for layout and certain requirements that where needed for the fight. (elevations, places for the player to find cover.

End boss arena. I had complete freedom in designing the visual look for the arena while adhering to the wishes of the gameplay designers for layout and certain requirements that where needed for the fight. (elevations, places for the player to find cover.

A giant floating rock, serving as centerpiece towards the final boss. the requirement was that it be split, and players had to traverse it.  I wanted the player to lose all sense of direction and feel claustrophobic by making them eventually crawl.

A giant floating rock, serving as centerpiece towards the final boss. the requirement was that it be split, and players had to traverse it. I wanted the player to lose all sense of direction and feel claustrophobic by making them eventually crawl.

Hub3 decoration kit, used to give the city and palace a rich feeling. All pieces are made so they can be used on their own, or combined by the levedesigners.

Hub3 decoration kit, used to give the city and palace a rich feeling. All pieces are made so they can be used on their own, or combined by the levedesigners.

Hub3 decoration kit Archways, used on roofs and over walkways. the decayed vines convey this once was lush with greenery. Modular pieces to allow freedom for placement.

Hub3 decoration kit Archways, used on roofs and over walkways. the decayed vines convey this once was lush with greenery. Modular pieces to allow freedom for placement.

Hub3 Building Debris. original models made by Dennis Griesheimer in Trenchbroom. I created the destroyed versions.

Hub3 Building Debris. original models made by Dennis Griesheimer in Trenchbroom. I created the destroyed versions.

Hub3 Building Debris. original models made by Dennis Griesheimer in Trenchbroom. I created the destroyed versions.

Hub3 Building Debris. original models made by Dennis Griesheimer in Trenchbroom. I created the destroyed versions.

Hub2 bridge exterior. Lighting and atmosphere by Simon Knude.

Hub2 bridge exterior. Lighting and atmosphere by Simon Knude.

Hub 2 bridge interior. Lighting by Simon Knude.

Hub 2 bridge interior. Lighting by Simon Knude.

Showing various props: modular tree kit, Logging kit, ice wall, signal fire. Lighting and atmosphere by Simon Knude.

Showing various props: modular tree kit, Logging kit, ice wall, signal fire. Lighting and atmosphere by Simon Knude.

Mansion interior, various props. Lighting, set dressing and atmosphere by Simon Knude.

Mansion interior, various props. Lighting, set dressing and atmosphere by Simon Knude.

Hub 3 Palace, decoration kit. A modular kit that level artists could use freely to mix and match elements to enhance the level with rich ornaments to show the former wealth of this place. Level design by Blaze Dillon and Johan van der Pelt.

Hub 3 Palace, decoration kit. A modular kit that level artists could use freely to mix and match elements to enhance the level with rich ornaments to show the former wealth of this place. Level design by Blaze Dillon and Johan van der Pelt.

Hub3 city, decoration kit. A modular kit that level artists could use freely to mix and match elements to enhance the level with rich ornaments to show the former wealth of this place. Level design by Blaze Dillon and Johan van der Pelt.

Hub3 city, decoration kit. A modular kit that level artists could use freely to mix and match elements to enhance the level with rich ornaments to show the former wealth of this place. Level design by Blaze Dillon and Johan van der Pelt.

Void area by Dan Shannon featuring the Ornamental head and the centerpiece giant floating rock made by me. Final boss arena wholly made and concepted by me in collaboration with gameplay designers.

Void area by Dan Shannon featuring the Ornamental head and the centerpiece giant floating rock made by me. Final boss arena wholly made and concepted by me in collaboration with gameplay designers.

Pine bark and Swirling sand materials created in substance designer.

Pine bark and Swirling sand materials created in substance designer.

Purgatory Phantom Zbrush sculpt, used for baking to low poly, and then painting in substance painter.

Purgatory Phantom Zbrush sculpt, used for baking to low poly, and then painting in substance painter.

Swan Statue Zbrush sculpt, used for baking to low poly, and then painting in substance painter.

Swan Statue Zbrush sculpt, used for baking to low poly, and then painting in substance painter.

Female statue Zbrush sculpt, used for baking to low poly, and then painting in substance painter.

Female statue Zbrush sculpt, used for baking to low poly, and then painting in substance painter.

Highpoly Fireplace, used for baking to low poly and then painting in substance painter.

Highpoly Fireplace, used for baking to low poly and then painting in substance painter.

Highpoly furniture, used for baking to low poly and then painting in substance painter.

Highpoly furniture, used for baking to low poly and then painting in substance painter.

Highpoly furniture, used for baking to low poly and then painting in substance painter.

Highpoly furniture, used for baking to low poly and then painting in substance painter.

Highpoly levers, used for baking to low poly and then painting in substance painter.

Highpoly levers, used for baking to low poly and then painting in substance painter.

Highpoly mining equipment, used for baking to low poly and then painting in substance painter.

Highpoly mining equipment, used for baking to low poly and then painting in substance painter.

Highpoly decoration kit, used for baking to low poly and then painting in substance painter.

Highpoly decoration kit, used for baking to low poly and then painting in substance painter.