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Ark: Survival Evolved - Extinction

I was the Environment Lead on Ark: Survival Evolved Extinction DLC. I was responsible for defining the look of the environments as well as providing production assets, authoring shaders and materials, lighting, atmospherics, and post processing.

I did the logo in the foreground. The "A" was a pre-existing asset and I sculpted the tendrils as well as did the lighting and materials. It was ultimately rendered in Unreal and composited with the pre-rendered background.

I did the logo in the foreground. The "A" was a pre-existing asset and I sculpted the tendrils as well as did the lighting and materials. It was ultimately rendered in Unreal and composited with the pre-rendered background.

Still from the announcement trailer. I did the lighting, postprocessing, look development and some minor set dressing as well as environment art direction.

Still from the announcement trailer. I did the lighting, postprocessing, look development and some minor set dressing as well as environment art direction.

Another still from the announcement trailer.

Another still from the announcement trailer.

The Forbidden Zone - Glacier, terrain, and level layout by other artists. I built the central ice and tendril structure, the large red trees, the dripping red growths, terrain textures, atmosphereics, lighting, postprocessing, environment art direction.

The Forbidden Zone - Glacier, terrain, and level layout by other artists. I built the central ice and tendril structure, the large red trees, the dripping red growths, terrain textures, atmosphereics, lighting, postprocessing, environment art direction.

Sinkhole area - world building by other artists. I did the sculpts and materials for the large rocks and tendrils as well as the terrain textures. I also was responsible for the lighting, atmospherics, and post processing.

Sinkhole area - world building by other artists. I did the sculpts and materials for the large rocks and tendrils as well as the terrain textures. I also was responsible for the lighting, atmospherics, and post processing.

Wasteland Sulfur Trees - I sculpted the large trees and was responsible for the lighting, atmospherics, and post processing.

Wasteland Sulfur Trees - I sculpted the large trees and was responsible for the lighting, atmospherics, and post processing.

Extinction Wasteland - world building by other artists. I was responsible for the city materials, lighting, terrain textures, atmospherics, post processing.

Extinction Wasteland - world building by other artists. I was responsible for the city materials, lighting, terrain textures, atmospherics, post processing.

Extinction Wasteland - I was responsible for the rock sculpts and materials, terrain textures, lighting, atmospherics, post processing, and environment art direction.

Extinction Wasteland - I was responsible for the rock sculpts and materials, terrain textures, lighting, atmospherics, post processing, and environment art direction.

Extinction Wasteland - I was responsible for the rock sculpts and materials, terrain textures, lighting, atmospherics, post processing, and environment art direction.

Extinction Wasteland - I was responsible for the rock sculpts and materials, terrain textures, lighting, atmospherics, post processing, and environment art direction.

Extinction City -  I was responsible for the detail lighting, defining the appearance of shadowed areas with image based lighting probes, city and terrain materials, post processing and environment art direction.

Extinction City - I was responsible for the detail lighting, defining the appearance of shadowed areas with image based lighting probes, city and terrain materials, post processing and environment art direction.

Obelisk - I made the obelisk and associated materials as well as city materials.

Obelisk - I made the obelisk and associated materials as well as city materials.

City materials done in Substance Designer

City materials done in Substance Designer

Tendrils used throughout the Wasteland and Forbidden Zone. Sculpted in 3d Coat and materials done in Substance Designer.

Tendrils used throughout the Wasteland and Forbidden Zone. Sculpted in 3d Coat and materials done in Substance Designer.

Wasteland Rock sculpt and materials. Rock sculpted in 3d Coat and materials made in Substance Designer. Rocks and city assets used tiling textures that were masked in and out and also faded in higher texel versions when the player got closer to them.

Wasteland Rock sculpt and materials. Rock sculpted in 3d Coat and materials made in Substance Designer. Rocks and city assets used tiling textures that were masked in and out and also faded in higher texel versions when the player got closer to them.

Glacier sculpts done in 3d Coat. Materials and shader by Ethan McCaughey.

Glacier sculpts done in 3d Coat. Materials and shader by Ethan McCaughey.