Immortal – Desert Biome Level Art

I was responsible for:

  • Rock modeling, texturing and shading
  • Texturing and shading the terrain, which included hand placeable and procedural decals of various kinds
  • Foliage modeling, texturing and shading.
  • Set dressing
  • Lighting and post processing
  • Environmental VFX

The rocks were modeled procedurally in Houdini

All tileable textures were created in Substance Designer

The sand dune and most of the foliage textures were sourced from Quixel Megascans

Many layered decals were used to achieve the final look of the terrain


Acknowledgements:

  • Lui Francisco – art direction, he kept me on track when developing the look, made sure I focused on the important parts
  • Benni Nikolov – concept work, constant help with feedback and filling in the gaps in set dressing when there was little time
  • Javier Romo – additional art direction and set dressing work