Republic Look Development

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.

Republic look development was one of the things I was tasked with in early preproduction. It was a space that ended up serving to be a test bed for many functions within the game. It was ultimately only used for early internal demo's & systems testing. The goal for me was to focus less on modularity, and more overall look & fidelity on a larger exterior space.

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. While I was there, I felt I left a lasting impression with bringing the final shipped game's darker tone & richer fidelity to light early on in preproduction.

*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 screenshots 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.