Crystal Dynamics
Release: December 2014 Genre: 3rd person action adventure Engine: Proprietary Xbox One, Playstation 4, PC |
Environment Artist
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I built most of our destructible assets for the game. I was responsible for tuning of shards with our physics engine.
Tombs and Reward Rooms
I was responsible for the reward room layouts, designs and functions. At the end of the run out sequence in one of the water tombs, I built out the waterfall ending and exit. This provided one of our most unique experiences from the rest of the "run out" sequences in the game.
Challenge Tombs
I was able to do all the world building, lighting and set dressing for our challenge tombs.