On Doom: The Dark Ages I was an Environment Artist on the Worldbuilding Team.
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This map features two interchanging gameplay segments: a Flying Dragon segment and a First-Person Slayer segment, both of which I contributed to.
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In the Slayer segment, I was responsible for finalizing the crashed Sentinel ship area. Starting from the initial blockout, I added elements to convey the visual narrative of a crashed ship on the verge of collapse. My work included modeling, texturing, set dressing, decal placement and final detailing to the scene. Additionally, I did polish work on the interior of the Hell ships, adding veins to the windows as well as decal placement throughout the ship.
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In the Dragon segment, I was tasked with converting "slayer" building assets into "Dragon" building counterparts to suit the distinct visual and performance needs of that segment. I also created a platform for the crashed Sentinel ship to lay on, ensuring it felt grounded within the scene. To meet both visual fidelity and performance constraints at the high speed and scale of the flying segment, I sculpted a trim sheet that would be finalized by Senior Texture Artist Kat Tamburello designed to fake geometry detail efficiently.
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Doom: The Dark Ages was a huge collaborative effort across many departments. The end result would not be possible without the contributions of many. Some assets featured are from a shared library created by other artists at id Software.