The Callisto Protocol - Tower: Warden Arena

One of the final areas of The Callisto Protocol, concept and design by Lee Souder. During this phase of production I moved into more of a lead role and oversaw a small group of Environment Artists to get these final environments across the finish line. The schedule was very tight so we had to be extremely efficient in our approach to content creation. For these "clean" look environments we adopted a Trimsheet/POM-Decal workflow on top of a library of simple base materials. This ensured an extremely quick turn around time on individual assets and kit pieces as we were able to completely forego the traditional texturing phase. I created one base trimsheet to be used on all clean-look environments from which we created many material variants. In addition to this we also licensed DecalMachin3 and used it's original trim/decal sets as they fit the look perfectly.

Everything was collaborative of course, I was responsible for:
-primary modeling, filling design gaps, converting concept geo to proper game geo
-trim library creation
-set dressing
-trim & decal passes
-file organzation

The incredible team without whom none of this would have been possible:
Lee Souder, Senior Concept Designer
https://www.artstation.com/leesouder

Luka Romel, Principal Lighting Artist
https://www.artstation.com/p5yg0r3

Aasim Zubair, Director of Environment Art
https://www.artstation.com/aasimzubair

Amanda Stewart, Principal Material Artist

Atsushi Seo, Lighting Director

Fabio Silva, Lead VFX Artist
https://www.artstation.com/fabiomsilva

Nicole Schofield, Environment Artist
https://www.artstation.com/nschofield

Yukari Akaba, Environment Artist
https://www.artstation.com/yukariakaba

Jon Cukjati, Senior Environment Artist
https://www.artstation.com/joncukjati

Jonathan Alvizuris, Environment Artist
https://www.artstation.com/jvizuris

Yan Ostretsov, Principal Lighting Artist
https://www.artstation.com/yan

Steve Allen, Environment Artist
https://www.artstation.com/208

Kevin Le, Environment Artist
https://www.artstation.com/kevin-le

Karl Schecht, Environment Artist
https://www.artstation.com/karlschecht

Design and concept by Lee Souder, Jesse Lee. Lighting by Luka Romel. Primary modeling, layout and set dressing by me. Detailing on pillars by Nicole Shofield. Detailing on center console by Jonathan Alvizuris.

Design and concept by Lee Souder, Jesse Lee. Lighting by Luka Romel. Primary modeling, layout and set dressing by me. Detailing on pillars by Nicole Shofield. Detailing on center console by Jonathan Alvizuris.

Design and concept by Lee Souder, Jesse Lee. Lighting by Luka Romel. Primary modeling, layout and set dressing by me.

Design and concept by Lee Souder, Jesse Lee. Lighting by Luka Romel. Primary modeling, layout and set dressing by me.

Design and concept by Lee Souder, Jesse Lee. Lighting by Luka Romel. Primary modeling, layout and set dressing by me.

Design and concept by Lee Souder, Jesse Lee. Lighting by Luka Romel. Primary modeling, layout and set dressing by me.

Destroyed state, VFX by Fabio Silva. Destruction set dressing by Jon Cukjati. Destruction sims by Benjamin Liu.

Destroyed state, VFX by Fabio Silva. Destruction set dressing by Jon Cukjati. Destruction sims by Benjamin Liu.

Double-door. Design and concept by Lee Souder, modeling and setup by me, final texturing and trimpass by Jonathan Alvizuris.

Double-door. Design and concept by Lee Souder, modeling and setup by me, final texturing and trimpass by Jonathan Alvizuris.

Hallway Pillar. Design and concept by Lee Souder, modeling and texturing by me. Created with Decalmachin3 trims and decals.

Hallway Pillar. Design and concept by Lee Souder, modeling and texturing by me. Created with Decalmachin3 trims and decals.

A selection of modular kit pieces by  Nicole Schofield.

A selection of modular kit pieces by Nicole Schofield.

A selection of modular kit pieces by  Nicole Schofield.

A selection of modular kit pieces by Nicole Schofield.

TrimSheet Material variations, created by me. In addition to these we also licensed the DecalMachin3 trims and decals.

TrimSheet Material variations, created by me. In addition to these we also licensed the DecalMachin3 trims and decals.

TrimSheet Material variations, created by me. In addition to these we also licensed the DecalMachin3 trims and decals.

TrimSheet Material variations, created by me. In addition to these we also licensed the DecalMachin3 trims and decals.

Selection of material variations used for the clean look, created with the invaluable help of Amanda Stewart

Selection of material variations used for the clean look, created with the invaluable help of Amanda Stewart

Planters, created with Decalmachin3 trims and decals

Planters, created with Decalmachin3 trims and decals

I was provided initial concept geo by Lee Souder, from which I created a modular kit which you can see here.

I was provided initial concept geo by Lee Souder, from which I created a modular kit which you can see here.

This kit was then bent into place using curve-deformers. Supporting geo, such as fences and floors received the same treatment.

This kit was then bent into place using curve-deformers. Supporting geo, such as fences and floors received the same treatment.

Modeling curves can be tricky with polygons, but i really enjoyed the process.

Modeling curves can be tricky with polygons, but i really enjoyed the process.

Breakdown of the Arena's floor. You can see the heavy use of trimsheets everywhere.

Breakdown of the Arena's floor. You can see the heavy use of trimsheets everywhere.