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Brink

BRINK – (2011)
LEAD ENVIRONMENT ARTIST – ARKANE STUDIOS working with SPLASH DAMAGE

Bethesda contacted our studio (Arkane Studio) and asked if we could help create 2 levels for their game Brink. As Lead Env Artist at Arkane studios I lead a small team of 5 artists working on Brink. I coordinated with Splash Damage and organized the schedule. I worked closely with them to follow their pipeline to create all the assets for two maps: Security Tower and Refuel. I also pitched in working on many meshes and textures for both maps including the large background piece in Security tower, the interior of the hangar in Refuel and many other walls and other prop pieces.

What I did: I led a small team to create two maps for Splash Damage.  I managed the asset lists, assignments, sign offs and estimates.

What I did: I led a small team to create two maps for Splash Damage. I managed the asset lists, assignments, sign offs and estimates.

What I did: I helped texture some strip textures, used in the scene.

What I did: I helped texture some strip textures, used in the scene.

What I did: I textured the modular door and walls.

What I did: I textured the modular door and walls.

What I did: I worked on the security checkpoint, geometry and textures.

What I did: I worked on the security checkpoint, geometry and textures.

What I did: I created a low poly version and baked the textures down to create a faux city opposite the map.

What I did: I created a low poly version and baked the textures down to create a faux city opposite the map.

What I did: Here is another shot of the container city I baked (High poly to low poly bake).

What I did: Here is another shot of the container city I baked (High poly to low poly bake).

What I did: I textured some of the wall pieces and helped direct work over the scene.

What I did: I textured some of the wall pieces and helped direct work over the scene.

What I did: I textured all the modular hangar pieces: walls, bays, doors, gates, railing, ceilings etc.

What I did: I textured all the modular hangar pieces: walls, bays, doors, gates, railing, ceilings etc.

What I did: I textured the silos and the structure to the left as well as the fence and the lamps.

What I did: I textured the silos and the structure to the left as well as the fence and the lamps.

What I did: I textured the tiling structure on the right.

What I did: I textured the tiling structure on the right.

What I did: I textured the building and lamps.

What I did: I textured the building and lamps.

What I did:  I textured the building and walls.

What I did: I textured the building and walls.

What I did: I textured the silos, the lamps, the building on the right and the fences in the distance.

What I did: I textured the silos, the lamps, the building on the right and the fences in the distance.

What I did:  Another shot of the hangar pieces I textured.

What I did: Another shot of the hangar pieces I textured.

What I did: I modeled and textured multiple background pieces, based off of the airport map.

What I did: I modeled and textured multiple background pieces, based off of the airport map.

What I did: I helped texture and model the large prison structure.

What I did: I helped texture and model the large prison structure.

What I did: Another shot of the prison structure.

What I did: Another shot of the prison structure.

What I did: The prison structure behind the characters.  Such great character design.

What I did: The prison structure behind the characters. Such great character design.

What I did: I modeled and textured the tiling wall pieces and the chain link fencing above.

What I did: I modeled and textured the tiling wall pieces and the chain link fencing above.

What I did: I modeled and textured the tiling wall pieces and the chain link fencing.

What I did: I modeled and textured the tiling wall pieces and the chain link fencing.