pigalle
For this environment, I was responsible for all modeling and texturing. I utilized substance painter to combine, modify, and apply company shared materials to match real world reference of the venue. I had to abstract the modeling of the venue to fit game specs, while still keeping to the authenticity of the location. This environment had to be completed quickly, so I leaned into tiling textures trims texture. This let me cover a lot of content quickly and adapt to frequent gameplay change requests without needing to redo a ton of hero assets. I then used dirt maps to help ground and give some unique detail to the areas closest to gameplay cameras.
I worked very closely with several disciplines to ensure a smooth creation and launch of the court. I created early gray boxes to allow the game team to rapidly prototype, as these close quarters hadn’t been explored in our game before. I worked with lighting and the art director to achieve an early vision for final look.
I was afforded the opportunity near the end of production for this environment, to show it to both the owner of the court and a professional NBA player who frequents the court. Both were delighted and excited seeing the results. The court and apparel launch was successful and met with very positive sentiment in the community.