Highguard - UE5 Asset Renders
Swoopy rock parts were kit-bashed from Derek Bentley's great sculpt for Kingdom's Castle Shieldbreaker Room. I handled the smoother stone sculpt in the back and blend it all together seamlessly. The sword was made by the Hard-Surface Weapons team.

Swoopy rock parts were kit-bashed from Derek Bentley's great sculpt for Kingdom's Castle Shieldbreaker Room. I handled the smoother stone sculpt in the back and blend it all together seamlessly. The sword was made by the Hard-Surface Weapons team.

Loved working from Danny Gardner's sick concept for this! This was also a quick day-long swiftie task that came in hot right before Launch Alpha.

Loved working from Danny Gardner's sick concept for this! This was also a quick day-long swiftie task that came in hot right before Launch Alpha.

Modular Parts for the Wagon kit. Wood planks on the main body were re-used and re-textured from Jose Zaval's wood plank kit.

Modular Parts for the Wagon kit. Wood planks on the main body were re-used and re-textured from Jose Zaval's wood plank kit.

Loved working from Danny Gardner's concept for this!

Loved working from Danny Gardner's concept for this!

We were able to get a lot of wagon variations through Level Instances and Packed Level Actors!

We were able to get a lot of wagon variations through Level Instances and Packed Level Actors!

Wheat props - also leveraged Level Instances and PLAs to get variations.

Wheat props - also leveraged Level Instances and PLAs to get variations.

Handled the curved pillar topper sculpt + dragon chain end sculpt (finalized a rough concept model from Nick Schumaker), pillar base was by Steve Hong.

Handled the curved pillar topper sculpt + dragon chain end sculpt (finalized a rough concept model from Nick Schumaker), pillar base was by Steve Hong.

Highguard - UE5 Asset Renders

Our environments were a colossal team effort by a relatively small team by AAA standards (we shipped with 7 Environment Artists with no environment art outsourcing!). There was a lot new we had to built, but we also had to be efficient and smartly re-use the asset bank that we built up across maps. Here's a selection of props I modeled, sculpted and textured that were used across various maps, rendered in our version of UE5. If there were parts re-used from other artists, I give credit in the image's caption.


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Art Director / Lighting:
https://www.artstation.com/rtaube
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Lead Environment Artist:
https://www.artstation.com/jzartist
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Environment Artists:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
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Environment Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/nicholasschumaker
https://www.artstation.com/gabberwocky
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FX Artist:
https://www.artstation.com/mreberg
https://www.artstation.com/ryanbartonvfx
Christopher Shepherd

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