Concord: Water Hazard

I got to join Firewalk two years before Concord shipped, and help light six of our twelve launch maps. It was a wonderful experience joining this incredibly talented team to help bring this blue-collar, 70's-inspired sci-fi setting to life! Though the game did not find the audience we had hoped at launch, I'm proud of the work this team did. We worked hard to strive for a striking, colorful, high-fidelity image while maintaining gameplay legibility and clarity, all while holding a consistent 60fps on PS5. As a lighting artist, my responsibilities included global and local lighting, tuning fog, setting up reflection cubemaps, adjusting lighting and shadowcasting settings on meshes, creating light fixture Blueprints, and bringing performance into our strict budget.

Water Hazard was one of the first maps the team at Firewalk put together that made it to launch, and was set on on a Morack Eel harvesting rig on the stormy, ocean world of Leviathan. I collaborated closely with our sky artist and the world art team to create a dramatic environment where the players battled over the sea creature remains in the eye of storm.

Skies
Nic Donel (https://ndonel.com/)

World Art
https://www.artstation.com/geoff_hudson
https://www.artstation.com/jcatterson
https://www.artstation.com/setik

Palette Art
https://www.artstation.com/eclypse
https://www.artstation.com/rachel
https://www.artstation.com/ashmo
https://www.artstation.com/aikoshinohara
https://www.artstation.com/aflores
https://www.artstation.com/rajnattam

Material Art
https://www.artstation.com/evanliaw
https://www.artstation.com/amypayne

Foliage Art
https://www.artstation.com/halter

Art Direction
https://www.artstation.com/ghostorbit