For our graduation project at ISART Digital Paris, we worked on a coop railshooter called Twin Cores.
As a 3D Game Artist, I was in charge of the full 3D environment based on level design, on the lighting and the optimization of these parts.
I worked in groups with Antoine Coste who was in charge of the VFX, players and enemies; Tanguy Thiebault who worked on the UI, and with Romain Fournier who handpainted the skybox, sprites and decals, and environment concept arts to help me.
Tunnels are modular, corresponding to level design specific constraints. They allow a contrast with the exterior environments to make for varied stages and moods across the game. They also makes the most of the PBR part of our stylized Artistic Direction, with roughness maps, indirect lighting and dynamic reflections.
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