Project Bubblegum I

I had the privilege to work as a lead environment artist on project Bubblegum a PC game at Emerald City Games. I worked closely with our art director Tony Tsang to achieve the stylized look of the environment. I also helped create a pipeline for environment artists to use the scene without conflicts. Since it is a platformer game modular and tile-able assets was a must. It was also fun to figure out a way to blend the mesh seamlessly with the sandy floor tiles using a soft gradient.

This project was team effort.
https://www.artstation.com/mrgesy
who worked on modelling the train which then I had the pleasure to texture.
https://boris_dimitrijevic.artstation.com/ who modelled the platforms and other props which I also had the pleasure to texture.
https://www.artstation.com/boris_dimitrijevic

From greyblock to creation of tileable floor assets, crane asset  as well as level design in Unity. Was also responsible for majority of the texturing for the game. The train was created by a hard surface artist which I then textured.

From greyblock to creation of tileable floor assets, crane asset as well as level design in Unity. Was also responsible for majority of the texturing for the game. The train was created by a hard surface artist which I then textured.

These screenshots show a more simple and stylized approached to the modelling and texturing.

These screenshots show a more simple and stylized approached to the modelling and texturing.

Modelling and texturing for these props. The texturing here is purely based on trim sheets with no normal maps and baked AO.

Modelling and texturing for these props. The texturing here is purely based on trim sheets with no normal maps and baked AO.

I did the texturing and material creation according to AD's vision for these props. There is normal maps and baking involved with this texturing pipeline. The texturing is based more on PBR here.

I did the texturing and material creation according to AD's vision for these props. There is normal maps and baking involved with this texturing pipeline. The texturing is based more on PBR here.

Tileable modular floor modelled in Blender and textured in Substance.

Tileable modular floor modelled in Blender and textured in Substance.

Factory scene made with realtime lights and using Light Weight Render Pipeline.

Factory scene made with realtime lights and using Light Weight Render Pipeline.

We also took the game to HDR render pipeline in Unity to test out baked lighting with baked global illuminiation. I was responsible for the level design as well as the majority of the texturing of assets for this scene. The floor I created was reused here

We also took the game to HDR render pipeline in Unity to test out baked lighting with baked global illuminiation. I was responsible for the level design as well as the majority of the texturing of assets for this scene. The floor I created was reused here