STAR WARS: THE OLD REPUBLIC

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Tech Caves

I was tasked to create a series of ship building and maintenance areas to be part of the larger factory of Copero. Part of what we wanted to show for this area of Copero was a sense of functionality and an interconnection between the areas. All the main cave areas are linked by cargo train tracks and rotating stations to change the direction of the car. 

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Umbara Train

For this level, the train cars and environment was set up by designers to fit with the encounter spawning, and it was my job to set-dress and light everything on the train cars.

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Natural caves and landing pad

The tech caves transition into natural caves as well into an exterior landing platform high in the mountains above Copero's resort. Originally the landing pad was going to be a much smaller area that would be an Easter Egg, but when I blocked it in, we decided it would be a really cool place for an optional boss battle, so I fleshed it out quite a bit.

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Zakuul Beast Pit

The blockout of the level was created by designers to define scale and play areas, and it was my responsibility to work with them and integrate their planned mechanics into my space. All assets were created by other artists.

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Chiss Ruins

The natural caves transition to the ancient ruins, an ancient trial site. 
 In additional to my duties as an environment artist, I acted as an associate outsource supervisor for all of the ruins assets. This consisted of uploading packages, providing feedback both in writing and with paintovers and callouts, and integrating the assets into game as well as any final polish or adjustments that were needed.