I had the task of creating a significant portion of the Red Hive architecture used on the moon destination for Destiny 2: Shadowkeep. I worked closely with Jeff Horal to design and build architecture based on gameplay massout for the Scarlet Keep strike. I also created a series of standard modular palette assets to help flesh out the Red Hive architecture throughout the destination. Most of the materials for these assets were built by Andrew Kreutzer, with some additional textures by myself. The shots featured here were part of a huge collaborative effort by a bunch of talented artists and designers listed here: Gameplay designer: Daniel Grafstrom Palette artists: Andrew Kreutzer, Aaron Cruz, Steve Klipowicz World artists: Jeff Horal, Kyoungche Kim Lighting: Madison Parker Skies: Mark Goldsworthy
When I was a little girl, I had a lovely single bed and dresser made by Ethan Allen that had
A collection of recent graphics for the Official English Premier League social media pages. As the PL looks to reach a younger demographic and get them more involved with their online presence, I've been fortunate enough to work alongside them to create n…
I created these modular architecture sets for the EDZ in Destiny 2. These, along with other assets, helped the world artists to flesh out most of the buildings and town areas on EDZ. The textures on these were created largely by myself and Daniel Thiger with additional textures by Sid Moye and Andrew Kreutzer. The shaders were created by Dan Thiger and allowed for a lot of customization and damage options through threshold painting and color variants. The final in-game scenes were created by our amazing world art, lighting, skybox, and effects teams.
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This post represents some of the architectural assets I created for the Exo palette in Destiny 2: Beyond Light. Many of the associated props I created are featured in this post: https://www.artstation.com/artwork/g2xeWx I had the pleasure of leading the development of the Exo environment-art palette for Destiny 2: Beyond Light, which was used in the Clovis Bray/ Deepstone Crypt facilities on Europa. I was able to design and create most of the foundational architectural and prop sets, as well as all of the textures and materials for the palette from the ground up, with the tremendous help of a number of talented palette and world artists at Bungie; namely Aaron Cruz, Jeff Horal, Andrew Hackathorn, Julio Juarez, Noah Thompson and Tyson Allen. Most of the light fixture assets were created by Madison Parker. This palette was a huge endeavor, and one of the most fun and challenging tasks of my time working on Destiny. The goal was to create a scientifically focused, high-tech, uncluttered and minimalist architectural set as the birthplace of the Exo. A lot of effort was made to make the props and architecture look seamless and integrated into one another, with smooth, thoughtful joints, cavities and transitions, which allowed us to really lean into a hard-surface aesthetic. The materials were meant to look sleek and clean, and allowed for a ton of versatility in color, material, and specular response. The incredible in-game locations that utilized the Exo palette were built by a group of amazing environment and lighting artists including: World Art: Jeff Horal, Sam Rucks, Julio Juarez, Ray Broscovak, Andrew Hopps, Aaron Canaday Lighting: Madison Parker, Mike Poe
I created the two towers in the Dreaming City, being responsible for the modeling and much of the texture and shader work on these assets. Additional texture and shader work was done by Andrew Kreutzer, with concept support by Sung Choi. The in-game areas were built as part of massively collaborative effort that included the world artists, Matt Turner, Marc Thompson, Kevin Whitmeyer, Kyoung-che Kim, and Brandon Campbell, as well as our amazing Sky and Lighting teams.
I designed and created the Drifter's ship that can be seen in the sky during Gambit matches in Destiny 2 Forsaken.
Canción Infantil.URL: http://www.youtube.com/c/edgarvc100
I had the task of designing and building the fallen exterior architecture set for Europa in Destiny 2: Beyond Light. It was a fun collaborative effort working alongside Aaron Cruz and Kevin Whitmeyer. I handled the large scale architectural assets, and Aaron built an amazing set of walkways, and detail assets like the cranes and pulley systems you see featured on the buildings. Kevin Whitmeyer helped expand the kit pieces and added some detailed pipes and cabling add-ons to give the surfaces some life. I also expanded the fallen material library and built a snow accumulation shader template that could be networked in to existing shaders to help our Fallen props and buildings feel grounded on the Icy planet of Europa. The in-game shots featured here represent a huge collaborative effort of our amazing world, lighting, palette and skybox artists. Go check out some of their work! https://www.artstation.com/aaroncruz https://www.artstation.com/kwhitmey https://www.artstation.com/marcthompson https://www.artstation.com/robbinsdigitalart https://www.artstation.com/mjcr24 https://www.artstation.com/26k
I designed and created the decorative user interfaces, consoles and murals in the dreaming city. I was responsible for the graphics as well as the shader functionality for these displays. All of the movement is entirely shader driven with no embedded video or frame animation.
I was tasked with redesigning and improving the Vex environment assets for Destiny 2. This involved creating all new textures and materials that had more depth and fidelity, and creating new workflows for the construction of the vex blocks and other props. The stone materials on the vex assets were created by Daniel Thiger. It was a fun and challenging project.
FUTSALWORLD.IT ... 5/2/18 Riccardo Pregnolato - Ethan Bianchi - Alessandro Pizzera