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.
The Sorting Hub map was our sole map we shipped for the busy world of Silo, an enormous city built within a crater on a frozen world. It was a great experience collaborating with the rest of the map team to help bring the different industrial and residential districts of this map to life. Artists from Valkyrie Entertainment assisted us with some additional midground and vista work.
Skies
Nic Donel (https://ndonel.com/)
https://www.artstation.com/zachagreg
World Art
https://www.artstation.com/yakzsmelk
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
https://www.artstation.com/phillipstoltz
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