In a close collaborative effort with Mike Buelterman we worked on establishing the world art of the Infinite Forest for Destiny 2 - Curse of Osiris. I was responsible for world art, architecting, and finishing of the procedural pieces involved in the Infinite Forest and establishing a wide range of variation and visual interest as well as taking the majority of the pieces to their completed state. This was a really fun project and I had the opportunity to learn many new techniques and it was really cool to randomize and see my variants come to life in interesting ways I never expected to see. Thad Steffan's lighting portfolio (https://www.artstation.com/mycodork) Follow for more art and madness Facebook: https://www.facebook.com/ninehydras Instagram: https://www.instagram.com/ninehydras Twitter: https://twitter.com/ninehydras Soundcloud: https://soundcloud.com/ninehydras
I was one of the main World Artists responsible for creating the Black Garden. As always with everything at Bungie, this was a huge collaborative effort by many talented artists and designers across the studio. I was responsible for all natural palette development (modeling+shaders), building several spaces, some mass-out, architecting, finishing and polish. Leads: Brian Frank, Andrew Hopps Mass-out: Ray Broscovak, Andrew Hopps, Aaron Canaday Palette Artists: Myself, Ethan Scheu Lighting: Thad Steffen Design: Chris Manprin, Darin Lantzy, Jake Meyer, Brian Frank
A whole bunch of screenshots of our work on The Scarlet Keep for Destiny 2: Shadowkeep. I was lucky enough to get to design and build this strike from start to finish, but as usual it was a huge collective effort between many talented people. Big credit to goes out to : Gameplay designer: Daniel Grafstrom Palette artists: Ethan Scheu, Andrew Kreutzer, Aaron Cruz, Steve Klipowicz World artists: Kyoungche Kim Lighting: Madison Parker Skies: Mark Goldsworthy Be sure to check out their ArtStation pages!
Some screenshots of my new map for Destiny 2: Forsaken's new game mode 'Breakthrough.' We spent a lot of time in the massout phase while we figured out the best design to suit the new game mode. Breakthrough has players attacking and defending a central and home base, so we tried to make the home bases into as epic of a fortress as possible, combining lots of perches and windows for defenders with sneaky flank routes for attackers. Here's what we came up with. Credit to Julio Juarez for helping out with much of the finishing details.
As part of The Witch Queen release, I lit a few of the environments found in the Vow of the Disciple Raid activity. The Pyramid palette saw an upgrade for this release, resulting in new challenges and opportunities when it came to lighting them. While I was responsible for lighting the playable areas seen in this post - Thad Steffen and Lani Ming both lit significant portions of the Raid and Eric Cassels provided the Skybox and global lighting seen in the vista.
Inspired by Bungie's Destiny
LZ concept for Nessus in Destiny 2. Follow my instagram for more artwork : https://www.instagram.com/sungchoiart/
UI/UX, Game Design, Icon Design, Adobe Photoshop, Adobe Illustrator, Adobe After Effects
The Destiny universe is an amazing creation with infinite possibilities to explore. Members of the Bungie Concept team are some of the first adventurers launched into this universe. They fly in on space probes and search for ideas, connections, and aspire to create visuals that inspire the team members and entertain players.
was an absolute pleasure to work with so many teams at Bungie to bring this raid to life. Environment, narrative, lighting, design, VFX, etc etc. Very proud of what the team came up with. It was a challenge to design a raid environment, but I hope that players enjoy the experience we created and replay it many times.
Diaviks Mine is an area located on the Tangled Shore. I was responsible for architecting, finishing and polish in the Mad Bomber arena as well as the area leading up to it. Alex Stockwell worked on the massout. Art Direction by Ivan Kaplow and Ivan Power.
Production designs, paintovers and miscellaneous odds and ends for a cancelled moba project by Epic Games. Art Director : Chris Perna
Farrukh Rahman discussed the way he created a high-quality environment with Unity and Megascans and mentioned some useful Unity features and free assets.
On Destiny 2 I worked with fellow palette artist Andrew Kruetzer to create all of the natural palette for the centaur planetoid Nessus. I was responsible for the vegetation models, textures, shaders, and finishing work while Andrew worked on the rocks and plateaus. Additional world art by Daniel Thiger (palette), Ethan Scheu (palette), Kevin Whitmeyer (palette), Sam Rucks, Jereon Maton, Matt Turner and Jason Sussman.
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