Aliens Dark Descent : Realtime Environments

In addition to the cinematic models, I helped out with the Otago interior, used for cutscenes and as locations for the player to manage his squad in. A ton of work had already been done by the 3D team for some of the rooms, and special thanks go to François for all the help with lighting issues.
Final lighting pass was from Arnaud for a lot of rooms, I believe.
Art Direction by Sergey and Arnaud for these rooms.

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For the command Deck, I added the screen assets, polished the ground, table, chairs, and window area. Big base pass by Jean-Philippe, and lighting intentions by François and Arnaud.

For the command Deck, I added the screen assets, polished the ground, table, chairs, and window area. Big base pass by Jean-Philippe, and lighting intentions by François and Arnaud.

For the medbay I had a solid concept art 3D Blockout, and modeled every asset, along with a large lighting pass

For the medbay I had a solid concept art 3D Blockout, and modeled every asset, along with a large lighting pass

90% of the hangar level art was made by Sebastien, I did mostly lighting and detailing.

90% of the hangar level art was made by Sebastien, I did mostly lighting and detailing.

Workshop was mostly finished when Axel handed it to me, so I did some lighting/material tweaks and a bit of detailing later on.

Workshop was mostly finished when Axel handed it to me, so I did some lighting/material tweaks and a bit of detailing later on.

A lot of these props and consoles were recolored and reused elsewhere

A lot of these props and consoles were recolored and reused elsewhere