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Ark: Survival Evolved - Aberration

I was put on the project once most of the layout and worldbuilding had been completed and was tasked with polishing and embellishing areas. Damien Bull (Env Director) was kind enough to give me the freedom to re-light areas and experiment with more intense post process treatments. He also wanted the passage to the final boss arena to have a church-like vibe, so I took the cave of rocks and added large "stained glass" bio-organic elements and imply the repetitive columns of gothic architecture with metal growths.

Look development for the surface of Aberration for the trailer. I was responsible for lighting, post processing, vfx placement and skybox composition. All assets except for the purple obelisk are by other artists.

Look development for the surface of Aberration for the trailer. I was responsible for lighting, post processing, vfx placement and skybox composition. All assets except for the purple obelisk are by other artists.

Passage to final boss arena - The base area (landscape and rocks) was done by another artist. I was responsible for the metal and bio organic worldbuilding as well as the lighting, post processing, and terrain textures.

Passage to final boss arena - The base area (landscape and rocks) was done by another artist. I was responsible for the metal and bio organic worldbuilding as well as the lighting, post processing, and terrain textures.

Element extraction machine - I made the tech rings and chain pieces in the center and the metal and rust materials. I was also responsible for worldbuilding the machine elements, as well as lighting and post processing.

Element extraction machine - I made the tech rings and chain pieces in the center and the metal and rust materials. I was also responsible for worldbuilding the machine elements, as well as lighting and post processing.

Drake Trench - I was responsible for the glowing growths, organic wall pieces, worldbuilding with those parts, final lighting polish, post process, terrain and rock textures.

Drake Trench - I was responsible for the glowing growths, organic wall pieces, worldbuilding with those parts, final lighting polish, post process, terrain and rock textures.

Drake Trench

Drake Trench

Drake Trench. I was responsible for the rock, terrain, organic wall growth materials, and post processing.

Drake Trench. I was responsible for the rock, terrain, organic wall growth materials, and post processing.

Biolum Chamber - I was responsible for the vine sculpts, materials and stringing them all together to make mid level player paths, the ceiling vine growth, area lighting, and post processing.

Biolum Chamber - I was responsible for the vine sculpts, materials and stringing them all together to make mid level player paths, the ceiling vine growth, area lighting, and post processing.

Drake trench egg clusters. Used as secondary light sources in the Drake Trench.

Drake trench egg clusters. Used as secondary light sources in the Drake Trench.

Drake organic growth - used to break up large walls of rock and make the Drake trench feel more organic and lived in and somewhat creepy.

Drake organic growth - used to break up large walls of rock and make the Drake trench feel more organic and lived in and somewhat creepy.

Biolum vine set. We needed to be able to combine a few vine shapes into a traversable network of vines, so I sculpted 3 vines and made a filler piece (the bulb ball) that I could jam into awkward intersections of vine to smooth player traversal.

Biolum vine set. We needed to be able to combine a few vine shapes into a traversable network of vines, so I sculpted 3 vines and made a filler piece (the bulb ball) that I could jam into awkward intersections of vine to smooth player traversal.

Giant vine system that crawls up a central rock platform in the Fertile Chamber.

Giant vine system that crawls up a central rock platform in the Fertile Chamber.