At Blankhans I am mainly responsible for stylized asset creation. After pushing for improving the visuals based on my previous experience I took on Set Dressing / Level Design and benchmarking multiple areas of the game. I also reworked several features of the game like the foliage (Speedtree) and geology (zBrush) aspects. Additionally I'm helping out the Lead Artist with feedback.
In this role I was responsible for everything related to Asset Creation, Set Dressing, Lighting and Technical Aspects. I created modular buildings in Houdini and used it to create infrastructure like stairs but also terrain and so on. I also lead one additional environment artist as much as time allowed it to get his work to the appropriate level we wanted to achieve. We had to finish 2 full level presentations in 7 months time (part-time) and achieved it gracefully. We used an early version of Unreal Engine 5. For getting access to the resulting environments, please contact me because it is still under NDA,
I worked at Playground Games as an Environment Artist with focus on scene composition and shipped Forza Horizon 4 and 5. I planned areas from conception to final set dressing. Involved were several towns/cities and rural areas as well as transitional areas. I also worked on all of their Player Home features doing highly detailed set dressing. Terrain work (sculpting / splatmapping) was part of my tasks for the Player Homes. Between projects I was responsible for documentation, workflow improvements and benchmark testing that was documented for the engineers to improve our in-house engine. For Forza Horizon 5 I was also testing their new procedural world tools (Houdini) to get it ready for its production phase.