Returnal - Hero Assets

High Poly Telescope.

High Poly Telescope.

Parasite Tree. One of the final assets that was made for project. I was very proud of the team on this one.

Parasite Tree. One of the final assets that was made for project. I was very proud of the team on this one.

The tree from trunk to limbs are modular. We only used a handful of pieces to create the entire tree.

The tree from trunk to limbs are modular. We only used a handful of pieces to create the entire tree.

Drill Shaft. Can't recall the exact size of asset but I know it was near a 1000m so it's huge. Creating the modular plan was a little tricky due to texture restraints on this one.

Drill Shaft. Can't recall the exact size of asset but I know it was near a 1000m so it's huge. Creating the modular plan was a little tricky due to texture restraints on this one.

Drill Head. This is only a quarter of the size of the shaft.

Drill Head. This is only a quarter of the size of the shaft.

Fluid Tanks. Modular design was simple just breaking the pieces in quarters vertically.

Fluid Tanks. Modular design was simple just breaking the pieces in quarters vertically.

It was a tough challenge matching client quality bar for the way the alien material connected with the metal.

It was a tough challenge matching client quality bar for the way the alien material connected with the metal.

Xeno Tower. Huge alien tower. Needed the pieces to be able to repeat vertically up by flipping/rotating pieces.

Xeno Tower. Huge alien tower. Needed the pieces to be able to repeat vertically up by flipping/rotating pieces.

Pillar. This was the first asset made for project.

Pillar. This was the first asset made for project.

Terrarium

Terrarium

I designed/concepted the area where the aliens would grow their plants.

I designed/concepted the area where the aliens would grow their plants.

This is the ship that the player respawns into. I was in charge of the team that did modeling polish on the client-provided base ship, while I took on a majority of the texturing and mask painting.

This is the ship that the player respawns into. I was in charge of the team that did modeling polish on the client-provided base ship, while I took on a majority of the texturing and mask painting.

I was in responsible for final look and polish of the modeling and texturing of the exterior of this house. I had a team of artists working on the individual elements while I provided feedback and final polish.

I was in responsible for final look and polish of the modeling and texturing of the exterior of this house. I had a team of artists working on the individual elements while I provided feedback and final polish.

Returnal - Hero Assets

I was the final reviewer for all of these assets. They were made for Housmarque's Returnal game for the PS5. I led a team of artists from concept and design stage, through modeling and baking, all the way to final render/delivery.

We were provided concept for each of these, heavily influenced by Alien and Prometheus movies.

Most of these were very large assets that needed to utilize modularity to get the desired resolution. For the alien assets, the final delivery was not textures but masks for their in game material system. My team was responsible for the modeling/sculpting, lowpoly and UV work, texture baking, and material masks. These renders were done by me, after the fact with a custom made smart material to just show off some of the sculpting work.

For the house and space ship, Housmarque provided a base model to start from, but the team and I did final modeling polish, tiling textures, and mask painting. Renders were done by me in Substance painter.