Eversiege: Darklands

On Eversiege: Untold Ages, I was the 3D Art Lead.
My responsabilities involved developing the aesthetic and layouts of the Darklands levels from blockout to ship quality. I worked closely with the Level Design team as well as our art directors.
On this area of the game, I did visual development, lighting and lookdev tests to develop the visual style of the undead faction. I did benchmark sculpts and created the layout and final modules for the boss arena and biome elements.
Like everything in this project, what you see is the result of a tight teamwork by the small art team that I had the pleasure of leading, and validated by our talented art directors.

Art direction by Pierre and Sergey
https://www.artstation.com/pmayeras
https://www.artstation.com/sergeykritskiy

Environment Art Team :
https://www.artstation.com/aladora
https://www.artstation.com/axel2048
https://www.artstation.com/marielefevre

To add a bit of a melancholic accent to the environment I had the idea to create these molten skeletal giants, fossilized in abandonment.

To add a bit of a melancholic accent to the environment I had the idea to create these molten skeletal giants, fossilized in abandonment.

Quick and fun assets that helped convey a feeling of despair.

Quick and fun assets that helped convey a feeling of despair.

Monday

Monday

Our bloodlicker plants were made as a sculpted kit to be recombined in lower "bushes" or as taller tree-like formations. This is just an example assembly of the high-poly that I sculpted. I also did the foliage shader that handles a bloating effect.

Our bloodlicker plants were made as a sculpted kit to be recombined in lower "bushes" or as taller tree-like formations. This is just an example assembly of the high-poly that I sculpted. I also did the foliage shader that handles a bloating effect.

Dungeon visdev

Dungeon visdev

I hope there are enough bones.

I hope there are enough bones.