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