FRACKED - Environment

This area dubbed "the crane encounter" is the first proper combat sequence the player plays. I had the honor of taking this area from design blockout to final art with feedback from my art lead, Tobias Hunt.

This area dubbed "the crane encounter" is the first proper combat sequence the player plays. I had the honor of taking this area from design blockout to final art with feedback from my art lead, Tobias Hunt.

The crane itself was made by my colleague Samantha Lees and additional tweaks were made by Josie Scawthorn

The crane itself was made by my colleague Samantha Lees and additional tweaks were made by Josie Scawthorn

A big thank you to Alina Fedaseyenka who made the original concept art for this area, Even if the final deviates heavily!

A big thank you to Alina Fedaseyenka who made the original concept art for this area, Even if the final deviates heavily!

The Breaker Plant. 
This is the upper floor which I took from blockout to complete while the lead environment artist Tobias Hunt worked on the lower floor.

The Breaker Plant.
This is the upper floor which I took from blockout to complete while the lead environment artist Tobias Hunt worked on the lower floor.

A big thank you to Tobias Hunt for all of his feedback and to Zé Leite for the concept art of this area that really helped define the look and feel.

A big thank you to Tobias Hunt for all of his feedback and to Zé Leite for the concept art of this area that really helped define the look and feel.

Initial blockout by Albert Calvo and myself.

A big thanks to Christian Martinez for some of his dressing here

Initial blockout by Albert Calvo and myself.

A big thanks to Christian Martinez for some of his dressing here

The Lab, originally created by Albert Calvo who created the original prototype. Albert and Jake Missing did the inital pass on the main building and Christian Martinez did the initial set dressing of this area. I was responsible for the final art.

The Lab, originally created by Albert Calvo who created the original prototype. Albert and Jake Missing did the inital pass on the main building and Christian Martinez did the initial set dressing of this area. I was responsible for the final art.

I was responsible for the final art on this area which was a huge challenge for performance especially on the roof where every draw call mattered as you can see the entire area.

I was responsible for the final art on this area which was a huge challenge for performance especially on the roof where every draw call mattered as you can see the entire area.

A big thank you to everyone who contributed to the labs, it was a big effort and led to a great looking level.

A big thank you to everyone who contributed to the labs, it was a big effort and led to a great looking level.

The interior of the lab was a fun challenge to create. A big thanks to Tobias Hunt for the initial blockout and Marco Carmo for the modular kit! I want to give a huge thanks to Dennis Morgovan for additional art on the lab interior.

The interior of the lab was a fun challenge to create. A big thanks to Tobias Hunt for the initial blockout and Marco Carmo for the modular kit! I want to give a huge thanks to Dennis Morgovan for additional art on the lab interior.

Another angle of the Bioweapon room. The hero asset behind the glass was made by Samantha Lees, the rest of the environment was made by Dennis Morgovan and myself.

Another angle of the Bioweapon room. The hero asset behind the glass was made by Samantha Lees, the rest of the environment was made by Dennis Morgovan and myself.

I was responsible for the main art pass on this area.
Initial blockout by Tomasz Polak, Additional Art by Wiktoria Skrobarczyk and Bence Blazer.
Big thank you to Tobias Hunt for his fantastic texture work on this area.

I was responsible for the main art pass on this area.
Initial blockout by Tomasz Polak, Additional Art by Wiktoria Skrobarczyk and Bence Blazer.
Big thank you to Tobias Hunt for his fantastic texture work on this area.

This was the very first area I worked on for this game and it was great way to understand the tone, mood and feel.

This was the very first area I worked on for this game and it was great way to understand the tone, mood and feel.

This elevator area was initially made by Ben Matthews, I was responsible for additional art and dressing.

This elevator area was initially made by Ben Matthews, I was responsible for additional art and dressing.

This elevator area was initially made by Ben Matthews, I was responsible for additional art and dressing.

This elevator area was initially made by Ben Matthews, I was responsible for additional art and dressing.

One of my favorite areas, primary art pass was done by my wonderful colleague Ben Matthews, I completed additional art and finalized the area.

One of my favorite areas, primary art pass was done by my wonderful colleague Ben Matthews, I completed additional art and finalized the area.

The mine was one of the earlier areas I worked on. I had tons of fun in this area and it makes a big change from the large outdoor areas the player is in before and after this.

The mine was one of the earlier areas I worked on. I had tons of fun in this area and it makes a big change from the large outdoor areas the player is in before and after this.

Initial blockout by Tomasz Polak, rock kit was setup by Jake Missing and some additional art done by Adam Topor. I was responsible for a lot of the shape composition and colour comp here.

Initial blockout by Tomasz Polak, rock kit was setup by Jake Missing and some additional art done by Adam Topor. I was responsible for a lot of the shape composition and colour comp here.

Big thanks to environment art lead Tobias Hunt and to Marco Carmo for the original lighting direction on this area, it really helped push the way it feels.
Thanks to Glenn Brace for final lighting.

Big thanks to environment art lead Tobias Hunt and to Marco Carmo for the original lighting direction on this area, it really helped push the way it feels.
Thanks to Glenn Brace for final lighting.

This is a selection of images from the areas I worked on during my time on FRACKED which released in August 2021. I had a lot of fun on this project and it was interesting to work on something stylised and completely out of my wheel house. I learned a lot during my time on this project and I hope you like it!

A big thank you to the Art Director, Kevin Martin. The lead environment artist, Tobias hunt. And of course a huge shout out to the entire art team!

Date
July 15, 2021