Dark Alliance - Assistant AD Shots

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.

Mix of architecture blockout and modelling / level art / heavy perf optimization / prop, architecture, and landscape shader work / draw call optimization and HLOD management, Flag Blueprint Creation (Faction related customization parameters built in)

Mix of architecture blockout and modelling / level art / heavy perf optimization / prop, architecture, and landscape shader work / draw call optimization and HLOD management, Flag Blueprint Creation (Faction related customization parameters built in)

Mix of architecture blockout and modelling / level art / prop, architecture, and landscape shader work / draw call optimization and HLOD management

Mix of architecture blockout and modelling / level art / prop, architecture, and landscape shader work / draw call optimization and HLOD management

Mix of architecture design, blockout and partial modelling and texturing / some level art / heavy perf optimization / prop, architecture, and landscape shader work / draw call and memory optimization, and HLOD management

Mix of architecture design, blockout and partial modelling and texturing / some level art / heavy perf optimization / prop, architecture, and landscape shader work / draw call and memory optimization, and HLOD management

Cinematic Level Art, Dwarven Architecture Kit Design / Blockout / Partial Modelling and Texturing

Cinematic Level Art, Dwarven Architecture Kit Design / Blockout / Partial Modelling and Texturing

Cinematic Level Art, Crystal Shader, Floor Asset Creation, Architecture Shader Creation and Material Pass, Goblin Decal Blueprint and Master Material Creation

Cinematic Level Art, Crystal Shader, Floor Asset Creation, Architecture Shader Creation and Material Pass, Goblin Decal Blueprint and Master Material Creation

Rock / Landscape shader and texture sets, grass mesh and foliage shader, Dwarven Architecture blockout and kit setup / partial texture set / architecture shader

Rock / Landscape shader and texture sets, grass mesh and foliage shader, Dwarven Architecture blockout and kit setup / partial texture set / architecture shader

World Machine RnD

World Machine RnD

World Machine RnD

World Machine RnD