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Dishonored

LEAD ENVIRONMENT ARTIST – DISHONORED
ARKANE STUDIOS
February 2010 – July 2012 | Lyon, France

As Lead Environmental Artist I took direction from the Art Director and inspiration from consulting artist Viktor Antinov to create the dark world of Dishonored. Viktor Antonov was monumental in helping us envision a new city loosely based 1800's London. I lead a team of 17 artists to create all the assets that would make up Dunwall and its surrounding environments. We took inspiration from many classic painters such as Jean Leon Gerome, Charles Delort, Edouard Cortes and many more.

Dishonored was a fantastic production.  It had it's problems of course, but I've never worked with such a talented team.

Dishonored was a fantastic production. It had it's problems of course, but I've never worked with such a talented team.

What I did: I modeled and textured the background LODs for multiple river sections.

What I did: I modeled and textured the background LODs for multiple river sections.

What I did: I modeled and textured the lamps, store fronts, and defined the modular building structures.

What I did: I modeled and textured the lamps, store fronts, and defined the modular building structures.

What I did: I modeled and textured store fronts.  I set up the environment art pipeline.  I worked with the art director and tech artists to achieve the "painterly" look.

What I did: I modeled and textured store fronts. I set up the environment art pipeline. I worked with the art director and tech artists to achieve the "painterly" look.

What I did: I managed the environment team as well as the outsourcing environment team to create a singular look.

What I did: I managed the environment team as well as the outsourcing environment team to create a singular look.

What I did: I modeled and textured the fountain, the balloons, the river walls and the trees and fence for Lady Boyles map.

What I did: I modeled and textured the fountain, the balloons, the river walls and the trees and fence for Lady Boyles map.

What I did: I modeled and textured the trees, the balloons, and helped structure the modular building set.

What I did: I modeled and textured the trees, the balloons, and helped structure the modular building set.

What I did: I modeled and textured the wood panneling, food bits as well as some of the lamps.

What I did: I modeled and textured the wood panneling, food bits as well as some of the lamps.

What I did: Modeled and textured the trees, balloons, fences and polished multiple assets.

What I did: Modeled and textured the trees, balloons, fences and polished multiple assets.

What I did: I modeled and textured the walls, the stair set, and the lamps.  I pushed hard to break up the ground surface with mesh decals.

What I did: I modeled and textured the walls, the stair set, and the lamps. I pushed hard to break up the ground surface with mesh decals.

What I did: I helped set up the scene, drawing from concepts from Viktor Antinov.

What I did: I helped set up the scene, drawing from concepts from Viktor Antinov.

What I did: I made texture variants to show "lime" washed on the buildings on the first floor and above.  We really tried to push this type of visual storytelling throughout Dishonored.

What I did: I made texture variants to show "lime" washed on the buildings on the first floor and above. We really tried to push this type of visual storytelling throughout Dishonored.

What I did: I helped finalize some pieces in the "Golden Cat".

What I did: I helped finalize some pieces in the "Golden Cat".

What I did: I textured wall pieces.

What I did: I textured wall pieces.

What I did: I modeled the balconies, the structural supports under the awnings, the lamps and  textured the buildings.

What I did: I modeled the balconies, the structural supports under the awnings, the lamps and textured the buildings.

What I did: I modeled and textured the support structures, the railings and the blast shields.

What I did: I modeled and textured the support structures, the railings and the blast shields.

What I did: I modeled and textured the stair and walkways.

What I did: I modeled and textured the stair and walkways.

What I did: I modeled and textured the blast shields, the underlying structures.

What I did: I modeled and textured the blast shields, the underlying structures.

What I did: I modeled and textured the beams, the grate floors and the columns.

What I did: I modeled and textured the beams, the grate floors and the columns.

What I did: I modeled and textured the walls below and the upper ceiling windows.

What I did: I modeled and textured the walls below and the upper ceiling windows.

What I did: I modeled and textured the structure.

What I did: I modeled and textured the structure.

What I did: I modeled and textured multiple sections on the lighthouse.  Lots of metal work there.

What I did: I modeled and textured multiple sections on the lighthouse. Lots of metal work there.

What I did: I modeled and textured the lighthouse glass roof.  I took inspiration from the greenhouses in the Parc de la tete d'or in Lyon, France.

What I did: I modeled and textured the lighthouse glass roof. I took inspiration from the greenhouses in the Parc de la tete d'or in Lyon, France.

What I did: I modeled and textured the landing structure on the lower right side.

What I did: I modeled and textured the landing structure on the lower right side.

What I did: I modeled and textured the blast shields, the railings, the underlying structure, the grate ground sections.

What I did: I modeled and textured the blast shields, the railings, the underlying structure, the grate ground sections.

What I did: I helped setup the environments for the initial stealth tests .

What I did: I helped setup the environments for the initial stealth tests .

What I did: I worked with the team and managed the environment team, assigning assets depending on artists strengths.

What I did: I worked with the team and managed the environment team, assigning assets depending on artists strengths.

What I did: I helped maintain poly and texture budget by embracing low poly shapes in much of the silhouettes.

What I did: I helped maintain poly and texture budget by embracing low poly shapes in much of the silhouettes.

What I did: I modeled and textured many of the background buildings.

What I did: I modeled and textured many of the background buildings.

What I did: I textured many of the buildings.

What I did: I textured many of the buildings.

What I did: I modeled and textured the balcony, and helped design the modular buildings.

What I did: I modeled and textured the balcony, and helped design the modular buildings.