Concord: Bone Mines

Screenshots direct from PC editor and taken by myself and Adam Alexander.

BoneMines was the second map i worked on for Concord.
Out of my comfort zone with this one, giant rock walls with strange bone-like materials and shapes was quite the challenge to turn into a kit.
My responsibilities were managing asset work, Creating assets/materials/kits, liaising with other departments, Set dressing, bug fixing and optimisations. The focus of my asset work was the walls kit itself, including all meshes, materials and decals. I planned and blocked out all the other kits before handing them off. I also created a new polished version of our key Trim Sheet for this map, which eventually became the version we used moving forward as a team. Set dressing focus was on the beautiful corner we used to work out the formula and final kit, along with theming and set dressing all the corridor and interior areas.

Team:
Geoff Hudson - Principal Level Artist & Map Lead
James Catterson - Principal Palette Artist
Adam Alexander - Lighting
Brian Baker - Level Design
Aiko Shinohara - Palette
Ashley Mortensen - Palette
Phil Liu - Creatures and Materials
TJ Halter - Foliage
Nic Donel - Skybox
Valkyrie Entertainment - Midground support