Underworld Ascendant

I developed the initial Look for UA’s Pre-Production phase. I developed the look of the environments, the creatures, and the player and was also the chief world builder, lighter, and shader artist. I recruited Artists, established and managed the art pipeline, kicked off the pre-pro, maintained the art tempo, and crafted a unique vision for the project. The engine buildout was my first Unity project so I was very excited to dive into Unity 5’s world-building, shader, lighting, and atmospherics pipeline. I found the process extremely rewarding in terms of user experience.

Study I: Initial Impressions

Study II: Cathedral Crypt

Study III: Hero Vista

Study IV: Interior

Study V: Necropolis

Study VI: The Abyss

Creature Development: Shadowbeast – Sculpt, Model, Textures by Jed Wahl

I wanted the Shadowbeast to be one of the more terror-invoking creatures of UA and, at the time, the creature was a first-encounter character. As such, the impression I desired was potent, terror-invoking, and impactful at first-glance. My two inspirations for the creature were my childhood heroes Rick Baker and Rob Bottin. Baker, for the first-look shock power and detailing. Bottin for the terrifying beauty as a holistic design able to sustain a held shot.

Player Arms Development: – Sculpt, Model, Textures by Jed Wahl and Peter Wasielewski. Skin Shader, Lighting, and Shaders by Dave Flamburis

Engine and Environment Look Development

Models, Textures by Josh Ball, Peter Wasielewski, and Jed Wahl . Lighting, Buildout, and Shaders by Dave Flamburis