Redfall is an open-world, co-op tactical shooter developed by Arkane Studios – Austin.
I led and managed a team of nine artists on the Environment Team, overseeing feedback, direction, and task prioritization. My daily responsibilities included planning with Producers, ensuring a high-quality bar for outsourced assets through feedback, conducting 1-on-1 meetings and annual performance reviews, and onboarding new team members. My primary focus was to provide the team with everything they needed to succeed while fostering a healthy, communicative team dynamic. Additionally, I created look development maps for PBR texture tuning and material refinement, set up pipelines and documentation, and established best practices and naming conventions followed throughout production.
Art Guide
Early in the project, I helped create the Environment Art Guide, establishing the visual style, technical specifications, and consistency for Redfall’s assets. This guide served as a foundational reference for both in-house artists and outsourcing partners, ensuring alignment in visual quality and technical standards. Below are some examples from the guide.
Art Corner
At the start of the project, we faced challenges in defining the game's final artistic vision. To establish a clear direction, the Environment Team created an Art Corner—a dedicated space that captured the style, mood, textures, and overall feel of Redfall’s town. Here are some progress shots showcasing our work.
Props
Various props were created by both in-house artists and outsourcing partners. I provided feedback and ensured a high-quality standard, maintaining style and consistency across all assets in the game. Here are some examples of gold-level assets.
Environments
As a Lead Environment Artist, I was primarily responsible for shaping the visual quality of the environments. Our team transformed architectural grayscale block outs into final, polished art, which involved creating modular kits, trim sheets, textures, materials, kit bashing, foliage, and decals. While the talented artists on the team created most of the art showcased here, I provided guidance, feedback, and direction to ensure a cohesive and high-quality result.
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