Lead Environment Artist at PARALLEL Studios – building their upcoming WEB3 AA Third Person Extraction Shooter: Sanctuary in Unreal Engine 5.

During my time on Sanctuary – I owned the topic of Environment Art on their project, creating pipelines, Environment Art for Sanctuary alongside owning and maintaining documentation via Notion for their project. Enlisting outsourcing support, tasking/managing and reviewing all outsourcing for the project as a single Environment Artist on Sanctuary. Housekeeping across the Environment art Library. Working closely with Concept Art, Level Design and Tech Art members on the team to achieve our visual target for the project that is also performant.

Each Pre-Alpha vertical slice revision took 4 months as a single hand environment artist, utilizing outsourcing support.

Daily duties on this project were:
• High level meetings with Art Direction, Concept, Level Design and company stakeholders.
• Playtests with LD and design to ensure location meets requirements.
• Environment Art Pipeline creation/oversee and management.
• Ensuring collision is setup correctly and level art metrics are setup for clean AI Nav-mesh generation and to LD metrics.
• Lighting pass and ensuring light complexity is optimized.
• Optimization of all asset content from Nanite to Non-Nanite Static Mesh Uassets.
• Ensuring quad over-draw is optimized and LOD’s are setup correctly to support this.
• Housekeeping of Material Library permutations.
• RnD pipeline development and External partner alignment with technical art requests.
• Outsourcing schedule/planning.
• Marketing art for social media.
• Recruitment, applicant interviews.
• Housekeeping of all internal/external documentation.
Brief preparation and creation of Jira tickets/epics and time estimate management for our external teams.
• Supporting production with Milestone planning and estimates.
• Outsourcing Review/Feedback/Implementation.
Location Ownership from Blockout to art final.
• Architecture/Prop/Trim kit creation and full environment art production.
• Physical Material setup and decal creation.
• Engine integration, Set dressing, Blueprint creation and PLA Level instancing actor integration.
• Lightmap complexity optimization and housekeeping.
• Material Library authoring, housekeeping and management in both Adobe and Quixel suite.
• Unifying values across material library for both performance and visual consistency.
• HLOD Content housekeeping and setup.
• Optimization, profiling, collision and over-all housekeeping of locations for both gameplay and performance.

All rights reserved to Parallel Studios and B3 Gaming.

https://parallel.life/sanctuary