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PREY: Mooncrash - Crater

As a Level Architect, I was responsible for the visual development of the level, from block-out to ship. This included pathing, high resolution “grey-box” proxies of level geometry and architecture, set-dressing, and lighting. Most of the main features of the level and vista were based on my proxy design, excluding the central tower which was designed by Lead Visual Designer Emmanuel Petit. Karen Segars was the Lead Level Architect and most of the final environmental art meshes and materials were created by Jennica Derksen, William Hewitt, Coleman Mayhall, and Bryan Shannon.