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Firmament (Proof Of Concept)

UPDATE Firmament has now been released. To avoid confusion, I’ve labeled this portfolio entry as "Proof of Concept." All artwork showcased here was created during the pre-alpha stage and may not reflect the final released version. Many concepts were refined, altered, or replaced in later development.

Firmament: Proof of Concept
Firmament is a proof-of-concept project by Cyan, Inc., the creators of Myst and Riven. The project involved the development of a teaser trailer and a playable demo, showcased at GDC 2018.

As an Environment Artist, I contributed to a range of assets and environments using a Max-ZBrush-Unreal pipeline. My responsibilities included:

Elevator Design: Created the elevator featured in the teaser trailer and the playable demo. This complex system was designed with modular components, allowing it to support multiple floors and stops as needed.

Walkway Kit: Developed a versatile walkway and small bridge kit to connect rock and cliff sections. The demo utilized only a portion of its modular capabilities.

Mechanical Bridges: Designed and modeled the mechanical bridges that served as the main progression-blocker puzzle in the demo.

Environment Assets: Produced a variety of natural assets, including rocks, icicles, and snowballs, contributing to the atmospheric world-building of Firmament.

This project allowed me to apply creative problem-solving and technical expertise in Unreal Engine, delivering functional and immersive assets for both cinematic and gameplay experiences.

Elevator - Lower exterior shot
When you first get a glimpse of the elevator in the playable demo.

Elevator - Lower exterior shot
When you first get a glimpse of the elevator in the playable demo.

Elevator - 360 lower section
A view from first getting inside of the cart.

Elevator - 360 upper section
A view where you would exit the cart

Elevator - Upper exterior shot
A View from the upper floor after getting out of the elevator.

Elevator - Upper exterior shot
A View from the upper floor after getting out of the elevator.

Elevator - Roof shot
A view from the roof of the elevator, looking down towards the tunnel.

Elevator - Roof shot
A view from the roof of the elevator, looking down towards the tunnel.

Elevator - Collage
The elevator in its most compact form.
It needs the base floor, the roof floor, the tunnel and side support, and can have an unlimited amount of 'tileable' filler floors.

Elevator - Collage
The elevator in its most compact form.
It needs the base floor, the roof floor, the tunnel and side support, and can have an unlimited amount of 'tileable' filler floors.

Bridges - Extended
The bridges are the first major puzzle you come across in the Demo, it is your job to figure out how to get the bridges to open up and get across.

Bridges - Extended
The bridges are the first major puzzle you come across in the Demo, it is your job to figure out how to get the bridges to open up and get across.

Bridges - 360 Shot
What a bridge looks like when you first approach it.

Bridges Collage

Bridges Collage

Walkway from side

Walkway from side

Walkway head one

Walkway head one

Walkway Comp.  Shows versatility of the pieces and potential use cases.

Walkway Comp. Shows versatility of the pieces and potential use cases.

Early Ice Cave ideations.
The large ice modules were made by another artist, but I arranged them and built a scene of what a potential ice cave would be.

Early Ice Cave ideations.
The large ice modules were made by another artist, but I arranged them and built a scene of what a potential ice cave would be.

More ice cave ideation.  I sculpted the Icicles and the snow modules at the exit of the cave.

More ice cave ideation. I sculpted the Icicles and the snow modules at the exit of the cave.

More ideation of the ice cave.  You can see the icicles and snow modules more here.

More ideation of the ice cave. You can see the icicles and snow modules more here.