Responsible for unique assets, set dressing ,detail passes and all the vehicles for Roswell Lighting done by Tomas Lidström FX by Lucas Jeanneau and Yann Dory. Raymond Wegner - https://www.artstation.com/w_ray Jesper Lovéus - https://www.artstation.com/jesperloveus Daniel Robson - https://www.artstation.com/danrobson
How to make the prop gun from the game Wolfenstein 2: The New Colossushttps://www.patreon.com/gustavljungdahl
I had the pleasure to work on some of the characters of Wolfenstein 2 Special thanks to Vidar Rapp and Nicholas Siren for beeing such great mentors to me during the project, Axel Torvenius for outstanding art direction and ofc to all the amazing people here at Machinegames Weapon by Ivan Nestorov and Stellan Tonring Armor are made as a collaboration between Me, Nicholas Siren and Ben Charpentier
A small selection of the props I made to support the environmental team Dozer (aka: the Wolf2 submarine team)
This is the highpoly for the Zitadelle robot from Wolfenstein 2: The New Colossus. Quite a complicated design, with a ton of moving parts, the legs alone have dozens of moving pieces, but it was a fun challenge, pushed me a bit out of my way to make machinery that actually can move. Also featuring a bunch of destructible armor and fully detailed interior etc. Concept by Per Gullarp
This is the Panzerhund highpoly model from Wolfenstein 2: The New Colossus. Was a really fun challenge, it features tons of destructible armor and moving pieces, so it was a bit of a puzzle to put together. It was the first high detail mechanical piece for the project and was a bit of a testcase for the detail level for mechanical enemies. Made renders both with and without armor pieces. Concept by Mattias Pettersson
I had the pleasure to work on some of the characters of Wolfenstein 2 Special thanks to Vidar Rapp and Nicholas Siren for beeing such great mentors to me during the project, Axel Torvenius for outstanding art direction and ofc to all the amazing people here at Machinegames
My main responsibilities on Wolfenstein 2 were texture support and tools. Much of my focus was working alongside Ivan Martinez on the Manhattan map and these are a few of the materials I made for it. Most materials were authored with Designer, although some work was done inside of Modo.
An enemy AI model for Wolfenstein 2. Made the model and the textures.
I had the honor to work on Wolfenstein 2: New Colossus and these are a few screenshots from one of the levels I contributed too. Although my primarily responsibilities were texture support/tools, much of my focus was working alongside Ivan Martinez on the Manhattan map. I had a wonderful time working on this map, especially with such a challenging art direction and quirky universe. A huge thanks to everyone on the team! Main contributors: Ivan Martinez Calvin - Env Art Matthias Develtere - 3D Art Ray Wegner - Level Blockout Hector Silveri - 3D Art Tomas Lidström - Lighting Axel Torvenius - Art Direction
Представляем небольшой обзор Wolfenstein II: The New Colossus. Отличное продолжение франшизы. Отличная графика, сюжет. Читай и играй!
A small selection of the props I made to support the environmental team on Venus.
I had the honor to help out on the farmhouse level and was responsible for most of the interiors. Here are some props I did for it. I was responsible for high polys, low polys and textures.
Wolfenstein 2: Stealth Helicopter by Matthias Develtere on ArtStation.
The Silverfish EXTERIOR Concept provided by the the amazing Mattias Petterson. A big thank to Joseph Mueller,Nicholas Cort and Axel Torvenius for trusting me with this complicated asset. Plus giving me so much artistic freedom. Also a big thanks to Nikolaj Fehrm for being so flexible with all the character animations that were linked with this complicated model. (Both exterior and interior) Mocap blockout provided by Dan Mihaila Rigged by Nick van Deursen Animation Team: Frida Safar & Nikolaj Fehrm Producers: Joseph Mueller & Lubna Cecillon Made all geo on my own and used only SubD.
Wolfenstein 2 :Civilian Car by Matthias Develtere on ArtStation.
Concept by Per Gullarp
Eva's Hammer was the central hub for the game, requiring a lots of cross discipline communication and team work. My main responsibilities were mostly in world building, level architecture and optimisation. It was a huge amount of fun to make such an industrial space so organic, warm and lived in whilst still keeping the military aesthetic. Special thanks to the lovely Dozer Team! (Ayi Sanchez, Karin Hagström, Fredrik Stertman & Oskar Edlund). And ofcourse this wouldn't be possible without the fantastic team at MachineGames
Vista vehicles for the dessert road. All these lowpoly vehicles were rushed out in 2 days. The only purpose of these vehicles was to prop out the background of the desert.