Project Dragon (Unreleased) | Dev Diary: Assets, Kits, Lighting

Project Dragon (unreleased) was a multiplayer, action adventure game with a large emphasis on sandbox gameplay (think Breath of the Wild meets Minecraft). It was a very special project that I got to use all of my skillsets for in many different ways. As Lead World Artist on the project, my role was focused on working alongside the World Designers to help set visual targets across the game's world space using the full range of assets and voxel components. The project utilized a voxel and grid building system to support the main feature, which was the ability to make the world in your own way.
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The project provided a fresh take on typical voxel workflows, allowing for shapes beyond just a cube which opened the door to lots of creativity with constructing elements. By supporting rounded and diagonal shapes, it provided more flexibility and interesting silhouettes to structures and elements. The team also built an expansive library of props from foliage to decor which further supported player expression. The screenshots and videos captured here show areas in different stages of production and are just a sampling of the vast world. While the project was unfortunately cancelled, what's posted here shows what the project could have been. The team was truly special and I'm thankful for the opportunity to have worked on something so full of whimsy and charm.
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Additional Props by our super talented Environment/3D Art Team:

Michael Vicente (Orb)
Bryan Marony
Julien Allard
Airborn Studios

https://www.artstation.com/orb
https://www.artstation.com/mynamesbryan
https://www.artstation.com/alloart3d
https://www.artstation.com/airbornstudios

Lighting Rig by the Tech Wizard, Adam Gibson:
https://www.artstation.com/venain
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Along with concepts by our super talented Concept Art Team:

Nicholas Kole
Charlène Le Scanff
Hyejung Lee
Airborn Studios

https://www.artstation.com/happyrock
https://www.artstation.com/catell-ruz
https://www.artstation.com/leehez
https://www.artstation.com/airbornstudios
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Art Direction: Josh Nadelberg

Enchanted Forest Lighting Scenarios

Snowy Peaks Lighting Scenarios

Snowy Peaks Biome Setup - Asset Kitbashing from existing zones to start proc gen work.

Snowy Peaks Biome Setup - Asset Kitbashing from existing zones to start proc gen work.

Ruins Kit

Ruins Kit - First iteration and with decorated updates for speedy POI building.

Ruins Kit - First iteration and with decorated updates for speedy POI building.

Rustic Wardrobe Sculpt

Rustic Wardrobe Sculpt

Rustic Wardrobe

Rustic Wardrobe

Wooden Dresser Sculpt

Wooden Dresser Sculpt

Wooden Dresser

Wooden Dresser

Spooky Forest Biome Setup -  We would setup color swatches alongside lighting values while keeping assets in proxy form. We made sure overall tone was working well before finalizing assets.

Spooky Forest Biome Setup - We would setup color swatches alongside lighting values while keeping assets in proxy form. We made sure overall tone was working well before finalizing assets.

Spooky Voxel Trees

Spooky Voxel Trees

Spooky Forest Biome Setup - Example asset zoo showing proxy voxel materials and props together as the Biome is setup.

Terracotta Ruins Kit - Original Concepts by Hyejung Lee

Valekin Structural Kit - Original Concepts by Hyejung Lee

Buglin Egg Proxy Sculpts - A variety of clusters to spawn in proc gen.

Buglin Egg Proxy Sculpts - A variety of clusters to spawn in proc gen.

Buglin Egg Proxies - For assets that had multiple uses, I'd do a quick handpainted texture pass to make sure functionality was conveyed.

Buglin Egg Proxies - For assets that had multiple uses, I'd do a quick handpainted texture pass to make sure functionality was conveyed.

Buglin Structural Kit

Buglin Structural Kit

Buglin Structural Kit - Houses

Buglin Structural Kit - Houses

Eye of Lava Sconce Proxy - Handpainted

Eye of Lava Sconce Proxy - Handpainted

Oca Prop Proxies - Final assets were made by Michael Vicente

Oca Prop Proxies - Final assets were made by Michael Vicente

Voxel Bark Explorations - We'd often paint voxel materials and get them in engine as soon as possible before committing to full process.

Voxel Bark Explorations - We'd often paint voxel materials and get them in engine as soon as possible before committing to full process.

Voxel Maple Bark Materials - Handpainted Normal Maps

Voxel Maple Bark Materials - Handpainted Normal Maps

Raider Kit

Raider Kit