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Highguard: Skydrift

I came on the Highguard project this last year to work on post ship content, mainly new maps. Skydrift was my favorite. Gabriel Yeganyan and Danny Gardner came up with the base visual style for our architecture that I got to riff off of to fit Rodney Reece's designer block out. Got to work with some insanely talented people on it, please check all of the people below that had a hand in coming up with the visual look of this level.

*For the Main POI Exterior concept, a lot of the models in the Blender scene are created by the team. I had was asked to use what kits we already had to make something new using the designer block mesh. All the credit goes to the team.

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Art Director / Lighting:
https://www.artstation.com/rtaube
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Environment Lead:
https://www.artstation.com/jzartist
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Environment Art:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
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Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/nicholasschumaker
https://www.artstation.com/gabberwocky
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Level Designers:
Rodney Reece

Main POI Exterior

Main POI Exterior

Training Grounds

Training Grounds

Training Grounds plan view

Training Grounds plan view

Dungeon Entrance

Dungeon Entrance

Main POI Interior sides

Main POI Interior sides

SkyDrift Interior Egg Room

SkyDrift Interior Egg Room

Skydrift Launch Pad Sketches

Skydrift Launch Pad Sketches