Asgard’s Wrath2
Environment Art Direction: I led environment art production for 60+ hours of gameplay across hub-and-spoke worlds, establishing scalable workflows that enabled consistent visual quality while meeting Quest performance budgets. Collaborated with the Level Design team to weave art and design into a seamless, immersive experience, ensuring environments enhanced player agency and narrative flow.
Technical Direction: I collaborated with Rendering Engineers and Tools team to define specs for custom rendering features, providing iterative feedback to drive visual tech toward peak performance.
Individual Contribution: In the initial phase of development, I did a lot of IC work building the base for GSS hub and Cavern dungeons setting up initial visuals and performance metrics before handing over to the team. I also owned the lighting for the GSS hub, Cavern dungeons until shipping.
Awards:
Wrath 2 won many awards, most notable being recognized as 2024 D.I.C.E. Immersive Reality Game of the Year & getting 10/10 on IGN.
Environment Art Direction
I had the pleasure of working with some immensely talented Environment Art Team filled with AAA veterans. What we accomplished for Wrath2 was a prime example of how to build modern high fidelity graphics with new rendering pipelines infusing old-school techniques. Below is a quick flythrough of various overworlds we built. I worked as the Environment Art Director, leading the effort of environment art, gameplay flow and performance optimization.
Great Sand Sea
I initially worked on this level as an IC and also working as a director with the goal to create an illusion of an open world and make it run in Quest2 hardware which has a mobile chipset. The result was a art and technical marvel. Along the way through endless brainstorming & collaboration the engineering team built a lot of effective custom features like our own Visibility Culling system (without impacting runtime CPU), custom HLOD system to reduce draw calls but retaining original textures to bolster performance. I was responsible to set the initial asset set and style until midway. The scope for the hub was really big so it was taken over by multiple artists Daniel Romero & Shawn Foreman, led by Tyler Fluharty.
Cavern Dungeons
I worked as an IC for async dungeons for the Caverns theme. I was leading the art efoorts to collaborate with deisgn and engineering to come up with a new system of generating endless dungeons with multiple gameplay layouts but still managing to bake lighting for higher fidelity and better performance. The result was very effective and convincing.. Once I established the style and assets, more layouts were made by Daniel Romero led by Tyler Fluharty.