Eversiege: Kingdoms

On Eversiege: Untold Ages, I was the 3D Art Lead. My responsabilities involved developing the aesthetic and layouts of the Kingdom levels from blockout to ship quality. I worked closely with the Level Design team as well as our art directors.
I set up our asset pipeline and created procedural tools within Unreal's PCG framework to speed up the level art process. Early on, I developed our lighting intentions for the levels. Finally, through the entire production, I was charged with final memory and GPU performance management of the world levels.
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

This circular kit of ground pieces is used around our ancient structures all throughout the game.

This circular kit of ground pieces is used around our ancient structures all throughout the game.

Sergey came up with the design of these giant gladiators laying abandoned in the wild, and I had the pleasure of sculpting their high-res.

Sergey came up with the design of these giant gladiators laying abandoned in the wild, and I had the pleasure of sculpting their high-res.

Some damaged variations

Some damaged variations

Using Nanite and vertex color, all our giant structures are textured with a single material instance and a handful of repeating noises.

Using Nanite and vertex color, all our giant structures are textured with a single material instance and a handful of repeating noises.

I created procedural tools to speed up the Level Art of our biome elements. I'll go more in depth about these in a separate post.