As Lead Environment Artist on SHRAPNEL, I worked closely with Art Director Jay Prochaska to establish and maintain the environment’s visual direction, translating the project’s artistic goals into clear guidance for the internal and external art teams. The environment was a collaborative effort, with my role combining team leadership and hands-on production.
I led environment asset production, overseeing visual quality, technical execution, optimization, and consistency across the space. I also guided development of the modular environment kit, providing direction and feedback to ensure the pieces worked together visually, supported efficient level construction, and met technical requirements. Throughout production, I reviewed assets created by the Sperasoft team and provided ongoing feedback on style, fidelity, and performance.
Alongside these leadership responsibilities, I designed and assembled several buildings using the modular kit. I also adapted selected marketplace assets for the environment, refining geometry and creating new textures in Substance Painter to support SHRAPNEL’s visual language and the scene’s production requirements.
The setting:
Habashi Square is a fictional interpretation of a popular square in Japan, located within SHRAPNEL’s Sacrifice Zone. After an asteroid destroys the Moon, lunar debris containing a valuable resource called Sigma falls to Earth. Abandoned by its residents, the square becomes a battlefield for corporations and mercenaries competing to recover the resource.