Pixel Flick Pixel Flick
  • Home
  • Portfolio
    • Studio Releases
      • The Dark Pictures Anthology
      • The Persistence PSVR
      • Battalion 1944
      • Rising Storm 2: Vietnam
    • Environments/Props
      • Asylum Manicomio Di R
      • Office Desk Phone
      • Felix Potin Shopfront
      • Stylised Witches Hat & Broomstick
      • Gothic Mausoleum
      • Industrial Generator
  • Sketchfab
  • About/Resume
  • Contact
Close
  • Home
  • Portfolio
    • Studio Releases
      • The Dark Pictures Anthology
      • The Persistence PSVR
      • Battalion 1944
      • Rising Storm 2: Vietnam
    • Environments/Props
      • Asylum Manicomio Di R
      • Office Desk Phone
      • Felix Potin Shopfront
      • Stylised Witches Hat & Broomstick
      • Gothic Mausoleum
      • Industrial Generator
  • Sketchfab
  • About/Resume
  • Contact

The Dark Pictures Anthology: Little Hope & House of Ashes

November 29, 2021 / Comments Off on The Dark Pictures Anthology: Little Hope & House of Ashes

House of Ashes

House of Ashes is the third title in the Dark Pictures Anthology series from Supermassive Games. My main responsibility on this title was to work on the Inner temple sections explored in the early sections of the game. I had a limited amount of time working on this title as I was moved onto another internal project after a few months. I worked closely with both the design & environment team to help whitebox and plan the inner temple layout sections.
I spent some time at the beginning finding references for Persepolis ruins and statues. I then got to work creating props and substance materials to help bring the temple to life. I created numerous statues within the temple that can be seen in the screenshots below. I used ZBrush to sculpt the statues and then textured them using Substance Painter. I had a lot of fun making these statues and they look great in game. I also helped with substance designer material work for trim sections to be placed on the walls, floors, ceiling sections and pillars throughout the temple.
With the short amount of time I had on the project I believe I contributed a lot to the efforts of the team.
House of Ashes UE4 RendersHouse of Ashes UE4 RendersHouse of Ashes UE4 RendersHouse of Ashes UE4 RendersHouse of Ashes UE4 Renders
House of Ashes PropsHouse of Ashes PropsHouse of Ashes Props

Little Hope

Little Hope is the second title in Dark Pictures anthology and it was the first game I worked on in the series. I worked closely with both the environment and design teams to help build the colonial house in the prologue section of the game. I worked primarily to create props and set dress different rooms within the colonial house set in 1976.
I created the majority of the assets for both Megan’s and Tanya’s rooms. This involved set dressing and material work within UE4.
It was a huge collaborative effort and a joy to work on with the highly talented environment art team.
Little Hope UE4 RendersLittle Hope UE4 RendersLittle Hope UE4 RendersLittle Hope UE4 Renders
Little Hope PropsLittle Hope PropsLittle Hope PropsLittle Hope PropsLittle Hope PropsLittle Hope Props

The Persistence PSVR

August 12, 2018 / Comments Off on The Persistence PSVR

The Persistence

The Persistence is a new PlayStation VR survival horror game built from the ground up for PSVR. I worked as an Environment Artist on the project from the beginning of this year up until release. I have been working closely with the artists and level designers at Firesprite Ltd based in Liverpool UK. This game has been an interesting and fun game to work on due to the procedural nature of the levels and their design. The majority of my time I was building environment props from concepts and contributing to environments within the game. I created a lot of varied electrical props and modular level pieces. I was responsible for building the bridge of the Persistence that you can see in the screenshots below. This is one of the last areas that you visit before the end of the game and is an important environment for the narrative.

Below are a collection of screenshots taken of the bridge in the UE4 engine. The majority of the assets in the scene are textured using only trim sheets and tillable textures.

Below are renders of some of the assets I made for The Persistence. All of these props were not baked and were textured using one trim and one decal sheet, this was to save on memory.

Battalion 1944 Props & Buildings

March 23, 2018 / Comments Off on Battalion 1944 Props & Buildings

Battalion 1944

In 2017 I worked with Bulkhead Interactive on their latest game Battalion 1944. A WWII online multiplayer shooter focused on competitive play reminiscent of the old Call of Duty games.

I created environment props and buildings for the game as well as optimizing assets and materials to reach the high frame rates required for pc pvp and eSports events. I created a multitude of props as well as helping with optimizing and light mapping some of the more complicated assets. This took up the majority of my time at Bulkhead Interactive, the rest of the time I spent creating buildings as well as linking corridors to different parts of the map. The biggest building I worked on was the old cinema in the map Derailed. I was tasked to create the outside as well as the inside including props and lighting. I also worked on a Dutch house in the Liberation map. This was my first proper attempt at creating buildings and I feel as though I learnt a great deal in the process.

Below are a few of my favourite assets that I created as well as few buildings included in the game.

Rising Storm 2: Vietnam Props

July 4, 2016 / Comments Off on Rising Storm 2: Vietnam Props

Rising Storm 2: Vietnam

Rising Storm 2: Vietnam is a first person multiplayer shooter for the PC created in the UDK engine. I worked as an environment artist for roughly 6 months in the studio working on this as well as other projects. Afterwards I spent a further 5 months working remotely creating more content for the game before the game was complete and released. I mostly created environment assets using a mixture of the Quixel Suite and Substance Painter. I helped to place certain assets within the levels as well as help with creating some small buildings. I feel as though I learned a lot about working in studio as well as remotely and the challenges that come along with it. All these assets where originally textured using specular and not the PBR workflow that’s used today. This was a little tricky for me to get the right look and feel as some of it was guess work. What I did was texture using PBR and then flip my work over to spec/gloss and compare the look and feel to what was correct.

Below you can see some screenshots of my work I did for Antimatter games as well as some interactive turntables of the assets.

© Copyright 2016-2021, Pixel Flick Ltd. All rights reserved.