Environment Art on Killing Floor 3 with Tripwire Interactive.

Daily duties on this project were:
• Architecture / Asset creation for Military Base and Horzine labs locations.
• Supporting Level Design in Set-Dressing and ensuring metrics are correct for Zed mantling etc.
• Ensuring level art meets metric requirements for gameplay and AI navigation and LD metrics.
• Set-Dressing for Military Base and Horzine Labs locations.
• First lighting pass in Military Base and Horzine Labs.
• Ensuring light complexity is optimized and overlapping lights are avoided.
• Ensuring quad overdraw is optimized and LOD’s are setup to support this.
• Creating of Blueprints and placement in Military Base and Horzine Labs.
• Housekeeping of Material Library permutations.
• Housekeeping of material values and ensuring all values are PBR compliant.
• Weekly stand-up calls with Level Design and Art-Direction.
• Weekly stand-up calls with Technical art to discuss bottlenecks, performance issues and to suggest new tools/technology for the Environment Art team.
• Material/Trim creation and mask generation for both Architecture/Assets.
• Outsourcing review/feedback/integration.
• Setting up custom emissive material and textures.
• Utilization of Houdini for damaged/warped geometry.
• Optimization, LOD’s and collision.

All rights reserved to Tripwire Interactive LLC.
https://www.killingfloor3.com/