I was responsible for creating the majority of the outdoor natural environments in Sword Coast Legends, from expansive zones to smaller encounter areas. These green forest scenes are prominent throughout the game. I modeled, textured, and placed everything you see in this shot: trees, rocks, bushes, grass, all plants, ground detail, and decals. These levels are very influenced by my love of the Northern California forests I grew up exploring. The following is a shot-by-shot breakdown, providing more details.
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Luskan Gates / I modeled, textured, and placed everything you see in this shot and in the majority of this level: all foliage, the stone walls, ground texturing, and details. (Houses behind the wall created by Jeff Panek; characters created by other artists.)
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Early on in SCL development, I was given access to a ribbon tool, and figured out how to use ribbons to create convincing dynamic flags waving in the wind. I created everything you see in this shot (minus the torch holders and torch FX).
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I created a system of trees, plants and ground details with varying amounts of snow to smoothly lay out transitions between snowy and muddy areas — everything in this shot, I created.
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Crumbling tower. I created everything in this shot.
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Lost Mines / I was responsible for creating the target tile that established the look, feel, lighting for the rest of these tiles. I created the crystals, rocks, plants, mushrooms, wall, and ground textures, and everything you see in these shots. These modular assets were used to help build out the rest of the Lost Mines level tiles.
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The High Road / This is the intro environment to Sword Coast Legends. I enjoyed creating this coastline, and ended up creating all the coastlines in the game after I made this one. I was responsible for establishing the look and feel for this level. I did the layout and prop dressing for this area. I created the rocks, plants, ground texturing, and ground decals. (These specific pine trees and the characters were created by other artists. Ocean water shader created by Brad Weckman; carts and tents created by Jeff Panek.)
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I created the look and feel for our grassland levels, as well as world building all the grassland areas of SCL. Everything you see here, I modeled, textured, and placed. This was all very inspired by a summer I spent in Arizona and Utah, hiking Arches National Park and seeing the Grand Canyon.
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Lurkwood Bog / This level was inspired by the Central Florida wetlands. I was responsible for this level, and created and placed all the foliage, plants, rocks, and roots, including the mysterious lights in the hanging moss. (Water FX created by Brad Weckman.)
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Stonehenge-inspired rock formation.
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I was responsible for creating the target tile for the catacombs which established the look, feel, color, and mood for catacomb levels. I created the base textures and geometry in this shot. (Skull and bone models created by Jeff Panek; statue and pots created by another artist.)
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I was responsible for creating the target tile for the sewer dungeons. This tile established the look, feel, color, lighting, and mood for the rest of the level. I modeled and textured the structures in this room including the walls, floors, pillars, light rays, and stonework. (Rubble models and wooden bridges in these areas created by Jeff Panek; torch and water FX created by Brad Weckman.)
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I created the layout, modeling, texturing, and lighting. (Treasure models and candles created by another artist.)
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Final Boss Level / This took a lot of collaboration. I created the basic look and feel for the crystal podium, as well as the ground modeling, texturing, lighting, and placement of rocks and stalagmites. I created the large crystal models and texture as well as the flowing wispy fog effect. I am very proud of the script I created to make the candles tip over and snuff out when the player bumps into them. (Stalagmites and claw-like rocks created by other artists; FX created by Brad Weckman.)
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I created Luskan Slums Cemetery. Everything you see here, I created, modeled, textured, and placed. (Spooky gnarled tree created by Jeff Panek.)
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I was responsible for creating this cliff-side scene. This ocean cliff shot demonstrates the feeling of the adventure and exploration in SCL, and has been shown in a lot of the marketing material for SCL. I did the world building and created the foliage, and tweaked the final ocean water. (Wooden rubble models created by Jeff Panek; water FX , animated waves, and ocean shader created by Brad Weckman.)
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josiah [dot] munsey [at] gmail.com
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