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That's No Moon Inc: Crossfire

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 nearly five years, I worked on a wide variety of environments, pipelines, and tools. I created architectural kits for three distinct biomes utilizing a mixture of scanned assets and custom sculpts, while collaborating closely with many departments to turn greybox layouts into fully realized levels in Unreal Engine 5. 

Logistics Hub

This location functions as the main hub for the game, visited at different points throughout the story. Many different cinematics, combat encounters, and exploration moments happen here. Myself, two other environment artists and a material artist created nearly everything in this biome from scratch. I was largely responsible for the architecture kits and world building in these featured areas.

Logistics Hub

Biological Research Facility

Here is a modern laboratory facility featured at the beginning of the game that leads to the Logistics Hub. These are mixed use spaces featuring both combat tutorials and cinematics. I created the architecture kits and a large portion of props with the help of my very talented material artist. I was also the exclusive world builder for these spaces.

This location functions as the main hub for the game, visited at different points throughout the story. Many different cinematics, combat encounters, and exploration moments happen here. Myself, two other environment artists and a material artist created nearly everything in this biome from scratch. I was largely responsible for the architecture kits and world building in these featured areas.

Kasbah

This sprawling Kasbah is visited several times during the game and includes escalating combat encounters with an intense boss fight. The kit was very fun to develop with the photogrammetry team. It is a combination of scans, kit-bashing, and custom sculpts. My material artist did an incredible job with the tile work in the fountain room.

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.

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Autodesk Maya
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