I was 1 of 2 full time environment artists on Natural Selection 2, working off-site from home. This role involved working with level designers to make sure they had the props and assets they need to make their levels. It also involved the technical side of asset production, such as setting up collision meshes and using Dropbox/Perforce to make sure the assets made it into the build.
This role not only involved prop production; I was involved in level design and making gameplay objects.
The majority of these assets were produced by creating a high poly, hard surface model in 3ds Max, then building a low poly around that. Some models utilized Zbrush for sculpting cloth and more organic materials.
Descent Ceiling/Wall Props
Refinery Wallmod Set
This weapon was designed as an April fool’s prank. However, it needed to be good enough quality to pass off as an actual Marine weapon. The final model came in at 5,180 tris and uses a 2048×2048 texture map.