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Mythforce - Environment Art

With the release on Mythforce on all platforms a couple weeks ago, I wanted to share some of the environments for the game I had the opportunity to work on while at Beamdog!

These are some of the areas I brought from design blockout to the final stage doing level art, lighting, and modeling/texturing a couple assets where needed. These environments would not have been possible without such a talented team - please check our their work as well!

Art Director:
https://www.artstation.com/clbf00t

Environment Art Lead:
https://www.artstation.com/micapettibone

Environment Artists:
https://www.artstation.com/charlyavila
https://www.artstation.com/jasongullion
https://www.artstation.com/harpey
https://www.artstation.com/cesarin01
https://www.artstation.com/lyndensylvestre

Concept Artists:
https://www.artstation.com/aimeecorreia
https://www.artstation.com/artbyjill

The first area I had the opportunity to work on from scratch was a small treasure room in the Forest biome. We didn't have a design blockout for this one so I came up with the general layout and composition, and did lighting and level art.

The first area I had the opportunity to work on from scratch was a small treasure room in the Forest biome. We didn't have a design blockout for this one so I came up with the general layout and composition, and did lighting and level art.

I also modeled and textured these trees :)

I also modeled and textured these trees :)

I took this Crypt biome room from the design blockout to the final stage, including level art, lighting, and modeling/texturing the interactive gameplay props (objects with toon shader). Cesar Manrique also did a level art polish pass.

I took this Crypt biome room from the design blockout to the final stage, including level art, lighting, and modeling/texturing the interactive gameplay props (objects with toon shader). Cesar Manrique also did a level art polish pass.

Another Crypt area I took from the design blockout to the final stage, including level art, lighting, and optimizing some models.

Another Crypt area I took from the design blockout to the final stage, including level art, lighting, and optimizing some models.

I was tasked with designing this branch room for the Castle biome, including lighting and level art.

I was tasked with designing this branch room for the Castle biome, including lighting and level art.

I created the marble floor and wall materials used throughout the Castle biome in Substance Designer.

I created the marble floor and wall materials used throughout the Castle biome in Substance Designer.

Modeled and textured this sexy statue of the main villain, Daedalus :)

Modeled and textured this sexy statue of the main villain, Daedalus :)

Did the level art and lighting on the final boss area! Also modeled and textures some props like the candles, floor patterns, doors, windows and armillary sphere. Shoutout to our concept artists for the awesome stained glass window design.

Did the level art and lighting on the final boss area! Also modeled and textures some props like the candles, floor patterns, doors, windows and armillary sphere. Shoutout to our concept artists for the awesome stained glass window design.