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Riven (Cyan, 2024)

Riven (2024) – Miscellaneous Contributions
PC, VR, Meta Quest 2/3

This post highlights a variety of my contributions to the Riven remake that don’t fall neatly under the more focused island-specific work shown in my other ArtStation entries. For a closer look at major areas I contributed to, please check those out as well.

I joined the Riven team shortly after wrapping up work on the Myst (2020/2021) remake. By that time, some high-level design decisions had already been made regarding which areas would diverge from the original. It was still early in development, and alongside another artist, I began massing out environments across the entire game. While we had access to assets and layout guidance from the fan-made Starry Expanse project, we ultimately used very little of it—primarily due to differences in design direction and to better align with Cyan’s internal tools and pipeline.

The game opens in D’ni—the direct continuation from Myst’s ending. While this level was originally built by another artist for the Myst project, I was responsible for porting it into Riven and re-integrating it with our updated material pipeline. I aimed to respect the original artist’s vision while enhancing it with our newer tools to achieve a richer visual result. Design requested specific lighting changes to focus attention on the desk area and minimize distractions elsewhere in the room. This gave us the opportunity to elevate the desk props to a more “hero” level of quality. I created several of these props, including the desk lamp and the new linking book lock box.

The newly explorable Starry Expanse was one of my larger contributions. I was involved in getting this area up and running, starting from a collaborative blockout between Tech Art, Design, and our Art Lead. Once the initial layout was established, I took ownership of the area and carried it to completion. While the primary walkway kit was pre-identified, I was able to kitbash new pieces as needed to solve layout and traversal challenges. The walkway materials went through several iterations—originally a bright brass—but shifted over time based on design input. Some elements of the early versions are still subtly visible in the final asset.

A major system I helped develop was the pneumatic tube network, which connects critical structures like the PMD and the large golden dome on Temple Island. This network spans across every island and was a significant design and technical challenge. I worked closely with Tech Art to build a spline-based system that could dynamically adapt to Riven’s varied terrain—whether rocky cliffs or open water. We also built an automated support system that intelligently places structural beams with adjustable lengths and concrete footers to meet the environment.

I also contributed to the Maglev Rail system, which connects key locations throughout the islands. Using the original game as reference, I rebuilt the rails using our modern powermaterial workflow, allowing for subtle variation between instances so the rails felt grounded and hand-placed rather than procedurally repeated.

Dni.  I ported this map over from the Myst project, and got it set up with our update material tools.

Dni. I ported this map over from the Myst project, and got it set up with our update material tools.

Atrus' Desk.  Some of the props from Myst I remade to be more of a hero prop, like the lamp, and created the linking book lock Box, a new addition to this remake.

Atrus' Desk. Some of the props from Myst I remade to be more of a hero prop, like the lamp, and created the linking book lock Box, a new addition to this remake.

Moiety Guard's Battle Axe.  There is a giant version of this axe on Jungle Island, but I was able to create the actual prop axe that in world it would have been based on.

Moiety Guard's Battle Axe. There is a giant version of this axe on Jungle Island, but I was able to create the actual prop axe that in world it would have been based on.

Maglev Tracks.  I worked on the Brick supports and the metal structure.

Maglev Tracks. I worked on the Brick supports and the metal structure.

Maglev Dock.
I sculpted the rounded brick pillars, and did the cement work and much of the metal work for each maglev dock.

Maglev Dock.
I sculpted the rounded brick pillars, and did the cement work and much of the metal work for each maglev dock.

Pneumatic Tube Buoy and Maglev Track.

Pneumatic Tube Buoy and Maglev Track.

Starry Expanse side Power Marble Dome.  The needs of the SE side required a separate blueprint, but all mesh pieces were created for the entire whole piece.

Starry Expanse side Power Marble Dome. The needs of the SE side required a separate blueprint, but all mesh pieces were created for the entire whole piece.

Pneumatic Tube System over Boiler Island.

Pneumatic Tube System over Boiler Island.

Pneumatic Tube System close up.   You can see how the support pieces interact with the tubes themselves, which are separate system.

Pneumatic Tube System close up. You can see how the support pieces interact with the tubes themselves, which are separate system.

Pneumatic Tubes system.  A sample of the capabilities of the system.

Pneumatic Tubes system. A sample of the capabilities of the system.

Starry Expanse Hub.
I did the main walkway section, the Rubs, and some of the mechanics.

Starry Expanse Hub.
I did the main walkway section, the Rubs, and some of the mechanics.

Close up of the Hub's walkway, and mechanics.

Close up of the Hub's walkway, and mechanics.

Starry Expanse Walkways in scene.

Starry Expanse Walkways in scene.

Starry Expanse Walkway, approaching out of a Power Marble Dome.

Starry Expanse Walkway, approaching out of a Power Marble Dome.

Starry Expanse walkway leading to a Power Marble Dome.

Starry Expanse walkway leading to a Power Marble Dome.

Starry Expanse Walkway Kit meshes.

Starry Expanse Walkway Kit meshes.