Website powered by

Level Design & Environment - Allyon: Battlecry

I worked as a Technical artist for Clementine Games. In addition to the standard technical art duties I also took on the task of environment design. All terrain, environment props, and other set dressing were all designed by me. Models, textures, shaders, heightmaps, etc.

The terrain is voxel terrain using a custom build of the Godot Game Engine to allow for voxels. The shape of the terrain us generated using a heightmap which was designed in Houdini. A custom texture was created to shade the voxels in the terrain based on certain criteria. Whether each voxel is grass or dirt or rock is based on the heightmap itself. At runtime the shader can change the texture on a specific voxel depending on whether its burning, or frozen, etc.

The trees and rocks use a custom tri-planar shader I made so that both could be generated within blender and then a single reusable shader applied to each model, to bypass the need for custom textures for each model. The textures used in the triplanar shader were made in Adobe Substance Designer.

In addition to the environment I also made custom textures for the creatures and the character as well as several custom animations for each as well.