On this weeks cowabunga news we get into some pretty cool things. First things first tho sorry about the late upload but i had a lot of complications with my...
Dishonored 2 (2016)
Dishonored 2 (2016)
Dishonored 2 (2016)
Jean-Luc Monnet, Winslow Safe Company, 2016 https://bethesda.net/en/article/4fBGf2BIa4OougMCOMUsKw/dishonored-2-propaganda-and-advertisement-gallery #Digital
Assets for Dishonored 2 environments (2016) This post will be updated
A fan art of Emily from Dishonored 2 I did back in 2016
Wood statue: Dishonored 2 environments (2016) DESIGN by Aimé Jalon
Company : Arkane Studios Position : Level Artist Platform : PC, PS4, Xbox ONE 3D Engine : Void Engine Pictures from the interio section of "The Royal Conservatory" mission, a level I've worked on during all the development of Dishonored 2. My main tasks were to propose ideas and visual references for game locations, then propose layout and architecture ideas to the level design team. Then, I was in charge of providing high poly placeholders for modular building pieces and assembling everything in the game editor with the final assets provided by the Environment Artists. I was also in charge of the lighting and the optimization of the whole level. Level design : Danny Becker Lighting support : Damien Laurent Level art support : Geoffrey Rosin © 2016 Arkane Studios. All rights reserved.
Company : Arkane Studios Position : Level Artist Platform : PC, PS4, Xbox ONE 3D Engine : Void Engine Pictures from the street section of "The Royal Conservatory" mission, a level I've worked on during all the development of Dishonored 2. My main tasks were to propose ideas and visual references for game locations, then propose layout and architecture ideas to the level design team. Then, I was in charge of providing high poly placeholders for modular building pieces and assembling everything in the game editor with the final assets provided by the Environment Artists. I was also in charge of the lighting and the optimization of the whole level. Level design : Danny Becker Lighting support : Damien Laurent Level art support : Geoffrey Rosin © 2016 Arkane Studios. All rights reserved.
Here's the result of 3 years of work on Dishonored 2, with my level design partner Thomas Boucher. I worked as a Level Architect and was the owner of the level art and lighting part of "A crack in the slab". My main tasks were to propose ideas and visual references for game locations, to create simple layouts of the map then basic architecture, to design detailed modular architecture and props, to assemble a level in the game editor with the final assets provided by the Environment Artists, and finally to light the level. @ Arkane Studios 2016 https://www.artstation.com/arkanelyon
Here's the result of 3 years of work on Dishonored 2, with my level design partner Thomas Boucher. I worked as a Level Architect and was the owner of the level art and lighting part of "A crack in the slab". My main tasks were to propose ideas and visual references for game locations, to create simple layouts of the map then basic architecture, to design detailed modular architecture and props, to assemble a level in the game editor with the final assets provided by the Environment Artists, and finally to light the level. @ Arkane Studios 2016 https://www.artstation.com/arkanelyon
Game UI - Dishonored 2
I had a lot of really great feedback when I first released this Substance material, and after many delays I've decided to release the SBS! Available on Artstation: https://www.artstation.com/marketplace/p/dBwD0/substance-3d-designer-dishonored-2-style-wall Available on Gumroad: https://adamdudleyart.gumroad.com/l/Dishonored2StyleWall Learn how I created this Dishonored 2 style wall/fan art in Substance 3D Designer. This fully commented graph will guide you through my artistic processes and thoughts, show you how I overcame challenges, and give you insight into how to create materials like this in Substance 3D Designer, for your personal or professional projects. This is a intermediate level graph, however beginners will be easily able to follow along too!
Even though i preordered Dishonored 2, and counted down the seconds to its release, i waited almost 2 and a half years to actually play through it. Why would i hold off so long to play a game i was looking forward to so much? Because imo, it's one of those super rare games that has a quality level so extremely high, it deserves to be played in only the best of conditions. For me, that meant waiting for all the patches to come out, waiting until after i purchased a new tv, and most importantly, waiting until i had at least 5-7 days (i play slow), completely free of interruption. I wanted to be free to fully immerse myself in the game. And i'm so glad i waited, because Dishonored 2 blew my expectations out of the water. I savored every last bit of it. From the great characters and flawless art direction, to the fantastic writing and the perfectly tuned controls, it went on to become one of my all time favorite games. Incredibly big thanks to Damien over at Arkane for letting me contribute some shots (and just for being such a kind person!).