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Redfall Level Art (Alpha-Beta)

A collection of Level Art work I created during the Alpha and Beta development phases of Redfall.

During this period, I worked as a Level Architect and Assistant Art Director, contributing to environment composition, world building, visual exploration, and the development of spaces across the game.

My Level Art passes utilized existing environment art kits, custom blockouts I created, and open-source meshes where appropriate to rapidly explore spaces and establish visual direction. These passes also included blocked-in lighting, atmosphere, and VFX placement to help establish the overall presentation and intended mood and tone of each environment.

I working closely with Level Designers and Art Direction, exploring the style, mood, tone, composition, and environmental storytelling of different areas while iterating on their visual direction.

The work shown here represents various stages of exploration and development. Some environments were subsequently finalized and reworked by other artists, while other explorations were significantly changed or ultimately not utilized in the shipped product.

This collection is intended to document my contributions and the collaborative development process during the Alpha/Beta phases of Redfall, rather than represent the final visual quality or presentation of the shipped game.

A huge thank you to all of the talented artists, level designers, lighting artists, VFX artists, technical artists, and other devs who took these spaces and ideas further and helped bring the final game to life. The shipped version of Redfall was the result of the work and collaboration of an incredibly talented team.