Out of Time - "Mainframe" Environment

•Owner of the "Mainframe" environment in the Cyberspace Era for Manticore Games' Out of Time game. I was responsible for the world-building, level design, lighting, optimizations, navmesh and various kitbashed props & buildings. I leveraged both the Unreal Engine and Core. I also created the Cyberspace Tree & Foliage gatherables in Maya, also utilizing UE5's Chaos Destruction. The Tangle Token currency that was used throughout the game was created in Maya & Substance Painter.
•The challenge with this environment was ironically the lack of terrain, open direction, & strict color (blue) and shape (triangles) adherence. The freedom from terrain also meant we had to spend more time creating our own standards and tilesets because there was not a pre-existing foundation we could sculpt from.

•Art Direction by Alexandra 'Sasha' Baryshnikova https://www.artstation.com/sasharassvet
•Art Leadership by Charlie Lapp https://www.artstation.com/charlielapp

•Environment Art Collaborators:
Ionescu Stefan https://www.artstation.com/istefan
Josh Michael Tyler https://www.artstation.com/joshmtyler
Jordan Louie https://www.artstation.com/jordanlouie

•Thank you to all the past & present artists at Manticore Games for creating such solid, beautiful meshes, kitbashes, & materials to create with in the Core & Unreal Engine. I'm honored to be amongst such talent & kindness!

Out of Time - "Mainframe" Environment Montage

Gatherable Trees & Foliage and Tangle Token

Gatherable Trees & Foliage and Tangle Token

Gatherable Tree Destruction

Tangle Token

Concept art by Jordan Louie

Concept art by Jordan Louie