Star Atlas - Paizul's Arena

A few of the smaller props I did for this map - including some of the more technical shaders for the banners, and glowy bits

A few of the smaller props I did for this map - including some of the more technical shaders for the banners, and glowy bits

This was an arena shooter map that myself, and the rest of the team at Star Atlas created during my time at the company.

It's a large, circular arena split up three ways symmetrically. The goal was to achieve and alien, but greco roman inspired arena and I think we were very successful in capturing that look! This map went through a lot of design iteration, and I came on towards the end of that to start fleshing out the level.

I was responsible for creating some of the large structural pieces that were symmetrical to be used radially, heavily utilizing trim sheet and tileable workflows. I created many of the props used throughout the level. I also created a few materials that were used throughout, mainly the trim sheet used for the banners, and the noise material used on some of the props.

I also developed a few shaders that were used in this level. I created a detailed banner shader that utilized a trim sheet I created as well as tileable cloth textures to achieve a detailed but flexible look for our banners and rugs. Additionally, I was responsible for created some of the glowing shaders used on the sniper pad, jump pad, and boundary walls. That was particularly fun, working to make a dithered shader that is performant and maintains a transparent, glowing, sci fi effect.

This was far from a solo effort, I worked with an incredibly powerful team during my time:
Marcel Van Vuuren - Art Director
Ed Denton - Env Lead
Ainsley Langford - 3D/Env Artist
Blake Cejner - Level Designer
Oleksandr Kratinov - Creative Design