Wooooo our first update since our early access launch, PowderFall Bluffs ❄️
For this area, I worked on the ambience and overall lighting for day, night, and caves with feedback from the team. It was def a struggle for a minute to balance everything, especially the snow. I really wanted this zone to have a quiet, dreamy, melancholy mood, especially at night. This area also had way more complex caves so that kit was given an update.
There is some reuse of assets I had made from earlier zones with new textures, like a few world assets/rocks and the grass.
This zone had tons of collaboration with the tech artists, and it was so fun to get to push that aspect more. Edward made some amazing snow deformation, and really pushed our ice material to react to light sources in fun ways. And the aurora!!! screaming crying throwing up
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Art direction -
Ian McConville: https://twitter.com/PolygonCherub
Concept + UI art -
Ray Bruwelheide: https://www.artstation.com/raytendo
Environment art -
Norma Martinez: https://www.artstation.com/esanany
Dillon Sommerville: https://www.artstation.com/handwiches
Character art -
Dan Venhardt: https://www.artstation.com/danvenhardt
FX + tech art -
Edward del Villar: https://www.artstation.com/puck
Luis Armstrong: https://www.artstation.com/luisarmstrong
Ross Kameny
Level design -
Chris Lum: https://twitter.com/coinopthinktank
A time-lapse to show the ambience lighting for this zone, as well as the big melted ice dome!