Scrapyard

The Scrapyard was one of the last full scale levels I had to build for The Ascent. Timeframe for this was short and the base structure was based on the Docks level. On top of that base structure, I created a series of assets (models or material variations) cattered specifically for this area (I took some of the ships or mechs previously created by Tor, and did broken / rusted versions specifically for this level.)
I was responsible for the level from start to finish including the layout of the level to a large extent.
Alex (Alexander Litvinov Fominski) came in later and did a cover pass and suggested some changes to the layout when he implemented the first pass of the combat.

My responsibilities included level building, lighting, asset creation, post-process, as well as the technical setup of the level, bug fixing and optimization. In addition, I was also responsible for populating the world with NPCs/Civilians and ambient movement (setting paths for traffic, placing and setting up particle FX from our library, placing and/or creating animated objects that would be part of the ambient world).

For this level, I also got the opportunity to help integrate a few side missions that took place in this area by providing support from the art side in fleshing out custom spaces required for the missions (such as the mushroom lab or the scrap collecting farm).

Huge shout out to Magnus Larsson for all the tools he has created that helped us build the levels for the game. Visit his page to see a breakdown of the library of tools that he created (https://www.artstation.com/magnusl3d).

Big thanks to Tor Frick for the art and creative direction, pipeline setup, master materials, support throughout the whole project as well as the creative freedom that I was given!
Principal artist: Rajmund Wegner