NMRiH2 - Forest Biome

I owned the Forest Biome region on the Powerplant map, a roughly 1 km² playable space. My role focused on establishing and maintaining the visual direction, thematic cohesion, and quality bar for the biome from early blockout through final polish.

Responsibilities included biome look development, asset creation, and level art, alongside close, ongoing collaboration with level design. The work required a careful balance between visual realism and gameplay clarity, with a strong focus on sightlines, traversal, and player readability across the region. A portion of the role involved solving technical, performance, and optimization challenges at scale.

I worked closely with Justin Myles, who owned three of the four POIs in the region, and with Jon Wiley, who completed the final pass on the camping sub-region. I also collaborated extensively with the broader environment art team, including Jason Auchinleck, Amanda Mundt, Matt Oades, Ilya Pavlov, Paul Carstens, Andrew Waddingham, Luis Mesquita, Melissa Friesen, Alex Wang, and Fan Yang, with Jon Wiley providing strong creative leadership as art lead throughout production, and Pat Ingoldsby as Art Director.

In addition to hands-on production, I acted as a primary point of contact for biome-related questions, supported alignment across multiple departments, improved workflows and documentation, and created reusable biome assets and kits to ensure consistency, performance, and visual fidelity.

All paths through the biome lead to the Power Plant, with long-range sightlines and landmarking used to maintain clear player guidance.

All paths through the biome lead to the Power Plant, with long-range sightlines and landmarking used to maintain clear player guidance.

High-level overview of the Forest Biome, showing POI distribution, traversal flow, and the relationship between locations and the Power Plant.

High-level overview of the Forest Biome, showing POI distribution, traversal flow, and the relationship between locations and the Power Plant.

Third-party and Megascans assets curated and re-surfaced with our layered material setup to improve performance and reduce texture usage, with custom Blueprints supporting faster natural set dressing.

Third-party and Megascans assets curated and re-surfaced with our layered material setup to improve performance and reduce texture usage, with custom Blueprints supporting faster natural set dressing.

Ground cover visual target defining density, breakup, and material layering for natural forest readability at player scale.

Ground cover visual target defining density, breakup, and material layering for natural forest readability at player scale.

Early forest biome planning map proposing POI density, traversal routes, and gameplay considerations, used to align with level design during planning discussions.

Early forest biome planning map proposing POI density, traversal routes, and gameplay considerations, used to align with level design during planning discussions.

Underground bunker environment, co-developed with level design, one of several connected to surface points and offering alternate underground traversal through the biome.

Underground bunker environment, co-developed with level design, one of several connected to surface points and offering alternate underground traversal through the biome.