- Company: Criterion Games - an EA Studio
- Role: Environment Artist
- Platform(s): Playstation3, X-Box 360, Microsoft Windows
Before starting work on the game we created a 'vertical slice' of the game and I was involved in creating the assets for this including streetsigns, bus shelters, traffic lights, mail boxes etc. Some of the textures and models are shown in the screenshots below.
We then went on to creating a whitebox model of the whole of the world in Lightwave, which we had used to create previous Burnout games. We created the various zones of the world using basic models and I worked on the rural area as well as creating the dam and some of the road junctions. I then went on to texture some of them including the chicken coop and the train shown below.
We were then told we would be switching to using Maya and the assets were to be outsourced so the world was recreated using that software. I helped in choosing assets to be created and was put on the outsource team responsible for documenting the assets and reviewing them.
The environment team was split into small teams and I was put in charge of the team working on the mountain and lakeside area which involved working on, and overseeing work on, terrain, textures and asset placement.
We then went on to creating a whitebox model of the whole of the world in Lightwave, which we had used to create previous Burnout games. We created the various zones of the world using basic models and I worked on the rural area as well as creating the dam and some of the road junctions. I then went on to texture some of them including the chicken coop and the train shown below.
We were then told we would be switching to using Maya and the assets were to be outsourced so the world was recreated using that software. I helped in choosing assets to be created and was put on the outsource team responsible for documenting the assets and reviewing them.
The environment team was split into small teams and I was put in charge of the team working on the mountain and lakeside area which involved working on, and overseeing work on, terrain, textures and asset placement.
Screenshots
Videos
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These videos are NOT done by myself so I take no responsibility for their content.
I recommend putting them to the highest quality you can if viewing full screen.
I recommend putting them to the highest quality you can if viewing full screen.