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Carbine Studios

MAY 2015 - DEC 2015

Wildstar: Reloaded

Lead Visual Development and Lighting Artist

Formed a new team focusing on integrating new art pipelines and processes as well as pushing the look and visual quality of Wildstar. Partner with engineering to R&D new technology and engine improvements.

Arcterra

I was art lead on this zone and also provided level design. This zone was an opportunity to push the look of Wildstar. I lit the zone myself to demonstrate new lighting techniques and technology. Notable new tech I spearheaded was: vertical fog transparency control, new translucent ice shaders, non-culling distant fixtures and full-screen cube-map color grading. All of this came together to define a new bar and visual target for the quality of zones in Wildstar.

Vault of the Archon

Provided Art Leadership and Guidance for project. Led in the creation of custom ice shaders and new lighting technology using cube-mapping in a collaboration with engineering.

Everstar Grove (revamp)

I approached this zone with the intent to improve the visual quality of the lighting and surface detail. I personally re-lit the zone and lead another artist is improving the visual fidelity of the terrain textures to increase their depth and lighting qualities by introducing a new zBrush texture creation workflow.

Application of New Lighting Techniques

This video shows a breakdown of the process of layering lighting into a zone that I developed for use in Wildstar.

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