I was the Assistant AD on this project, which meant that I worked on a lot of different pieces in the game - and generally moved around a lot between the maps trying to fill in the gaps environment art wise, and support the team as best I could. My responsibilities included:
● Vision and World-Building Strategy: Authored exhaustive art style guides and level-specific mood boards, defining emotional and narrative beats through curated color palettes and lighting transitions.
● Technical Art Ownership: Architected the project’s shading foundation by developing high-performance Master Materials for architecture, props, landscapes, and sky systems in UE4.
● Atmospheric Direction: Directed the visual mood through lighting, skybox creation, and
cinematic color-grading.
● Team Leadership & Pipelines: Maintained artistic consistency through high-level paint-overs and mentorship, while establishing technical naming standards and asset pipelines.
●Other various contributors:
https://www.artstation.com/sammoq
https://www.artstation.com/williamlabrie
https://www.artstation.com/solenekubler
https://www.artstation.com/olivierdesjardins
https://www.artstation.com/najimcg
https://www.artstation.com/markcarier
https://www.artstation.com/razvan_cojocaru
https://www.artstation.com/ldurand
https://www.artstation.com/artwork/xBroW
Various shots from the maps that me and my team worked on at Invoke.