Chivalry 2 - The Raising of Askandir - Exteriors

Environment art created for the map "The Raising of Askandir" in Chivalry 2. This map was a collaboration between everyone on the environment art team, with duties being shared across much of the modeling, texturing, lighting, VFX and general level art. Huge thanks to all the other environment artists on the team: James Arkwright, Tyler Brenot-Rahman, Paul Carstens, Matt Kazan, Justin Myles, Matt Oades, Andrew Waddingham and Art Director Pat Ingoldsby.

I owned the lighthouse area, from early layout through final art, with a focus on composition and navigation.

I owned the lighthouse area, from early layout through final art, with a focus on composition and navigation.

Lighthouse design exploration. Iterating on silhouette, shape language, readability at distance, and gameplay considerations.

Lighthouse design exploration. Iterating on silhouette, shape language, readability at distance, and gameplay considerations.

Early 3D blockout and concepting to establish the design and spatial relationships before moving into production.

Early 3D blockout and concepting to establish the design and spatial relationships before moving into production.

Courtyard layout exploration. Iterating on focal hierarchy, player flow, combat options, and spatial readability.

Courtyard layout exploration. Iterating on focal hierarchy, player flow, combat options, and spatial readability.

Architectural exploration. Iterating on roof forms and silhouette to establish shape language across the kit before production.

Architectural exploration. Iterating on roof forms and silhouette to establish shape language across the kit before production.