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Riftworm: Vistas and development
Cinematic Act II Chapter 1 - I was responsible for the sky and environment of this shot, minus the foreground meshing.

Cinematic Act II Chapter 1 - I was responsible for the sky and environment of this shot, minus the foreground meshing.

This mountain and the surrounding valley were created by me. The skybox was crafted in our lighting department.

This mountain and the surrounding valley were created by me. The skybox was crafted in our lighting department.

Raw Terragen renders exploring the shape and scale of the mountain at the base of the Riftworm's skeleton.

Raw Terragen renders exploring the shape and scale of the mountain at the base of the Riftworm's skeleton.

Raw Terragen renders exploring the shape and scale of the mountain at the base of the Riftworm's skeleton.

Raw Terragen renders exploring the shape and scale of the mountain at the base of the Riftworm's skeleton.

Initially the foreground of the arrival cinematic was going to be created in our department, so this was an early render to get the framing and elements prepped for that.

Initially the foreground of the arrival cinematic was going to be created in our department, so this was an early render to get the framing and elements prepped for that.

Terragen renders exploring terrain and lighting for the Valley floor. Originally the gameplay level had a much larger visibility of the surrounding valley. For the most part you only see this part of the world in the opening cinematic shot now.

Terragen renders exploring terrain and lighting for the Valley floor. Originally the gameplay level had a much larger visibility of the surrounding valley. For the most part you only see this part of the world in the opening cinematic shot now.

The departing cinematic called for a daylight view of the Riftworm village from a shed far down the mountain.

The departing cinematic called for a daylight view of the Riftworm village from a shed far down the mountain.

Riftworm: Vistas and development

For the opening and exiting cinematic of Recruitment Drive I was responsible for all vista/background elements.
I used a variety of techniques and sofwares for this.
Maya to pitch and lock down cameras, Terragen for terrain development, Clarisse for texture and rending of the Riftworm Skeleton, Photoshop for Matte Painting and skydome work and nuke for texture assembly, grading tweaks and some projection work in the valley.

The cine fg meshing and FX really brought this one to life. Hats off to them!

Art Direction - Aryan Hanbeck
https://www.artstation.com/mediumrare

Cinematic FX - Sarah Mai
https://www.artstation.com/sarahfx

Riftworm Concept - Gus Mendonca
https://www.artstation.com/artwork/oO1D5L

Daniel Callejas - Level lighting. Gameplay skybox by Clint Mar.
https://www.artstation.com/artwork/rRYqZE

VFX: Sjors de Laat
https://www.artstation.com/artwork/bao1rv

Cine Lighting - Anne Hall
Cine Director - Greg Mitchell
Cinematic Meshing - Garry Brookes

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