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Neverwinter Online | Tomb of Annihilation

As lead environment artist on the Tomb of Annihilation module I was responsible for initial layout of Omu (exterior environment) as well as the look and feel of what the final environment would look like. I helped finalize the lighting and optimize the map to run on consoles and PC. For the "Undercity" I worked closely with design to lay out the flow of the map. I lit this entire environment and re-built all of the wall kit geo and created new materials to more update the quality and to more closely match the look and feel we were going for in Chult and Omu.

Responsible for most of this scene.  Re-built all wall geo and updated materials, worldbuilding, skyfiles and lighting.

Responsible for most of this scene. Re-built all wall geo and updated materials, worldbuilding, skyfiles and lighting.

Responsible for initial layout, polish and optimization of Omu exterior. Worked closely with FX to create higher quality waterfall, lighting finalization.

Responsible for initial layout, polish and optimization of Omu exterior. Worked closely with FX to create higher quality waterfall, lighting finalization.

Responsible for most of this scene. Re-built all wall geo using 3DS Max and many of the materials were created in Substance.  Completed from whitebox to polish entire layout, worldbuilding, skyfiles and lighting.

Responsible for most of this scene. Re-built all wall geo using 3DS Max and many of the materials were created in Substance. Completed from whitebox to polish entire layout, worldbuilding, skyfiles and lighting.

Responsible for most of this scene.  Re-built all wall geo and updated materials, worldbuilding, skyfiles and lighting.  Rocks and lava falls were pre-existing assets.

Responsible for most of this scene. Re-built all wall geo and updated materials, worldbuilding, skyfiles and lighting. Rocks and lava falls were pre-existing assets.

Marketing video for Tomb of Annihilation Undercity section.