OTR WIP

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.

OTR (some non descript outer rim, sandy planet) was one of the last things I worked on during my time there. So very unfinished, however - look development was one of the things I was tasked with in early preproduction. It was a space that ended up not serving much purpose or having much support on. Regardless, the goal for me was to focus more on modularity, and just testing more in general. I was able to make a small town out of the few modular pieces I had but unfortunately lost those images from a further state. I never got very far on this one, but still thought it showed my general workflow process in action. 

I began the look development based on found reference and started with basic geometry, to nail down scale, proportions, materials, textures, lighting and just trying to get a general vibe. When I was somewhat happy with the prototyping it was very rinse & repeat on further building out assets, materials, textures, lighting & working with downstream teams. 

*The below shots, are not official images from Bitreactor, but old screenshots I found and felt was an accurate portrayal of my process of blocking in scenes 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 from an unaffected folder. They are mostly raw high res screenshouts directly out of Unreal where I was responsible for most, if not all, of the scene from blockout, composition, modeling, materials, and first pass lighting as well as developing in-engine pipelines/workflows. As these are unofficial and the game already released, these are displayed under my discretion to show my general workflow.