Principle Environment Artist on Kerbal Space Program 2. So fun to work on!
My role was to set the visual bar, workout the planet creation pipeline, and work very closely with graphics team to create planets that are seamless from ground to orbit.
My role was to set the visual bar, workout the planet creation pipeline, and work very closely with graphics team to create planets that are seamless from ground to orbit.
Kerbin is akin to earth, so the challenge was to make sure to evoke the same feeling as earth when looking at Kerbin. From orbit and all the way down to the ground, I am ownership of.
Snapshots of different level of detail as you descend from orbit to the ground.
These are unique discoverables that can be found on planets. Sculpted in zbrush and then optimized for game. I personally love the croissant rock!
Image one is from KSP1. Image two is from KSP2 prior to my involvement. The last image is my creation of the planet Jool.
This is the methane bubble shader I made in Unity. You can see I started with very simple shapes as the shader was coming along. I am not an expert at shaders but my strength is being able to learn the tools in order to execute the visual needs of environments.
This is a UI mock up of the planet creation tool made in substance designer. Mocking up the planet creation tool was a great way to work with the engineers on what was needed to make planets. Engineers didn't have to guess what goes where and what kind of settings are needed.