Star Wars: Zero Company

Bitreactor - Senior Environment Artist, (2023)

I briefly spent time at Bitreactor studio before being laid off for (un)known reasons. However, with the game already released - I felt it pertinent to show unfinished preproduction work to showcase my general workflow from blockout to something more presentable.

While I was there, I felt I left a lasting impression with bringing the final shipped game's darker tone to light early on while doing look development of multiple spaces. I began with look development on Kafrene which was used for an internal demo. Within that Kafrene space comprised a testbed for cinematic vignette, holotable mechanic planning, and just early on general art direction, vibes and testing.

After Kafrene, I began look development of Republic architecture and then moved onto a more desert themed outerrim planet. Unfortunately it was around this time when I was (un)knowingly laid off. The below shots are to showcase my general preproduction workflow from empty level to something playable in-engine.

*The below shots, are not official images from Bitreactor, but more just old screenshots I found and felt was an accurate portrayal of my process of blocking out through to a more finished state during preproduction. Unfortunately I lost many of the final polished images due to a hardware failure, so the below images are all I was able to salvage. They are mostly raw high res screenshots directly out of Unreal where I was responsible for most, if not all of the scenes from composition blocking, modeling, materials, and first pass lighting. As these are unofficial and the game already released, these are displayed under my discretion to show my general workflow.

Kafrene Look Development

Republic Look Development

OTR WIP

Trimsheet WIP

Software: Maya, Rizom UV, Unreal Engine 5, Substance Painter, Photoshop