Trimsheet 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.
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. These were just few trimsheets that I used repeatedly on the Republic look set. The Innards were to be used for backing on exposed paneling, super imposed with geometry, but unfortunately I only got to explore that idea in small areas.
*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.



