DUNGEON SIEGE 3
2011
Studio : Obsidian Entertainment
Role : Environment Artist
DUNGEON SIEGE 3
2011
Studio : Obsidian Entertainment
Role : Environment Artist
Environmental Props
Dungeon Siege III features a wide range of environments, from lush forests and damp dungeons to more refined settlement interiors. One of my responsibilities was to help build these spaces efficiently, with careful attention to polygon budgets and texture atlasing, while still getting the most visual value from limited resources. Below are some examples of environmental props I created that supported this range of locations.
Working closely with my lead, the design team, and our engine tools group, I helped develop a proposal for how tall tree assets should be set up so they would not obstruct the player’s view during gameplay. The engine supported distance-based fading for tagged objects, which we paired with canopy shadow cards placed above the play space to maintain the impression of a dense forest while preserving visibility and readability for the player.