Jungle Island – Riven (2024 Remake)
Jungle Island is the largest and most complex environment in Riven, and as such, it required extensive planning, iteration, and collaboration. I was one of the two primary artists leading the initial massing and graybox phase, helping to define the foundational layout and scale of the space early in development.
One of my key contributions was resolving spatial inconsistencies from the original game. For example, the mine cart route from the Clear Cut to Boiler Island originally passed through terrain that wasn’t viable in real-world terms. I redesigned the pathing to work organically with the island's updated topography, ensuring it felt both believable and immersive while avoiding overlap with other major areas.
The dense Dark Jungle zone required special care to manage both aesthetics and technical considerations. I hand-placed many of the large grass-blade plants to naturally guide player sightlines while avoiding visual clutter and mesh clipping. This balance of naturalism and intentionality was essential in preserving the atmosphere of the original while elevating it visually.
I also developed the modular walkway kit used throughout the Clear Cut and Dark Jungle paths. This spline-based system allowed us to efficiently place walkways with a handcrafted feel. Handling branching paths proved especially challenging with this toolset, so I implemented manual adjustments to maintain clean, seamless transitions where needed.
Another standout area I worked on was the newly expanded Sub Dock Cave. I led R&D and early ideation for this space, creating multiple prototypes before arriving at the final design. Updating such a memorable location from the original Riven was a rewarding challenge—one that required a balance of respectful homage and modern visual storytelling.
Given the scale of Jungle Island, this environment was a deeply collaborative effort. I’m proud of the problem-solving, creativity, and teamwork that went into bringing it to life for modern players.