Level shots of areas of the map showcasing how our vegetation work was used by procedural-spawning recipes and by Level Artists hand-placing them.
Throughout production, my Toronto team owned almost all the vegetation assets within the Glacier and Tundra biomes used in the Udam area of the map. Some models/texture were initially started by Pascal De Sampaio (Texture Artist) & Adam Lacharité (Modeler) before they were handed to us at Pre-Alpha to finalize.
Creating the biomes on Far Cry Primal was a big team effort between Ubisoft Toronto and Montreal, with the Montreal team providing us with lots of guidance.
Toronto Biomes team:
Yukiko Otsu (Texture Artist)
Darren Horrocks (Modeler)
Montreal Biomes team:
Agustin Trechi (Technical Artist)
Adam Lacharité (Modeler)
Pascal de Sampaio (Texture Artist)
Philippe Pelletier (Modeler)
Valérie Bernier-Jean (Technical Art Director)