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Follow the Frozen Footsteps

Puzzle and Story driven game referenced art style from Skyrim. I'm the Environment/Prop and Lighting artist. People who worked on the game - Cj, Sam, and Rick. Outsourced - Avery Gary and James Hastings.

Trees and Bushes around the starting area. Landscape done by Avery Gary and textures and sculpting edited by me.

Trees and Bushes around the starting area. Landscape done by Avery Gary and textures and sculpting edited by me.

Trees and Bushes around Mausoleum.

Trees and Bushes around Mausoleum.

Trees, Bushes, and Campfire for the Village. Village House done by Rick.

Trees, Bushes, and Campfire for the Village. Village House done by Rick.

Trees and Bushes around Castle. Castle is Moser's.

Trees and Bushes around Castle. Castle is Moser's.

Tree Barrier for path towards Mausoleum

Tree Barrier for path towards Mausoleum

Tree Barrier for path towards Mausoleum

Tree Barrier for path towards Mausoleum

Tree built in SpeedTree without texture

Tree built in SpeedTree without texture

Bush Variant

Bush Variant

Bush Variant

Bush Variant

Bush Variant

Bush Variant

Bush Variant

Bush Variant

Tree Variant Built in SpeedTree

Tree Variant Built in SpeedTree

Campfire in Unreal lit

Campfire in Unreal lit

Campfire in Unreal unlit

Campfire in Unreal unlit

Rock modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Rock modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Rock modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Rock modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Rock modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Rock modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Rock modeling in ZBrush.

Rock modeling in ZBrush.

Reference for environment

Reference for environment

Mausoleum in Unreal.

Mausoleum in Unreal.

Mausoleum modeled in Fusion 360 then put together and ZBrush to create Low Poly.

Mausoleum modeled in Fusion 360 then put together and ZBrush to create Low Poly.

Mausoleum Reference

Mausoleum Reference

Chair modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Chair modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Chair modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max.

Chair modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max.

Table modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Table modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Column Under Shield In Unreal. Modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Column Under Shield In Unreal. Modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Column Under Shield modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Column Under Shield modeled High Poly modeled in Fusion 360. Low Poly modeled in ZBrush and created UVs. Created maps and textured in Substance Painter.

Shield In Unreal. Modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps using xNormal and textured with Photoshop.

Shield In Unreal. Modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps using xNormal and textured with Photoshop.

Torch modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Torch modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Torch Wall Mount modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Torch Wall Mount modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter.

Castle Main Door modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter

Castle Main Door modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter

Castle Main Door modeled in 3Ds Max

Castle Main Door modeled in 3Ds Max

Castle Portal modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter

Castle Portal modeled High and Low poly in 3Ds Max. UV Mapped and Unwrapped in 3Ds Max. Created Maps and textured in Substance Painter

Castle Portal modeled in 3Ds Max.

Castle Portal modeled in 3Ds Max.