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That's No Moon: Unannounced Project

My time at That's No Moon began in early December 2021. I was one of the first hires in the art department and during my two+ years, worked on a wide variety of environments, pipelines, and tools. I created multiple kits for various biomes and worked closely with design to turn their blackouts into fully realized levels in Unreal Engine 5. 

Abandoned Village

This is the studio's vertical slice. My pod, consisting of myself, another environment artist, and our very talented material artist, was responsible for developing the village architecture, while the other environment pod created the terrain. This kit is a combination of hand crafted and scanned assets. The vertical slice level ran on PS5 hardware at 30FPS.

Kasbah Beautiful Corner

After the Vertical Slice, my environment pod began development on this is a Beautiful Corner. The kit is a combination of hand crafted and scanned assets made during preproduction to develop the look of the Kasbah level. It is based on the Telouet Kasbah in Morocco. 

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Autodesk Maya
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