Apex Legends S11 | Habitat 4
Laying out the background bones and giving it flow and movement was tons of fun!

Laying out the background bones and giving it flow and movement was tons of fun!

One key element we wanted was lots of bird poop, I went a bit heavy :). As a bonus, convinced FX guys to add said birds that are the culprits.

One key element we wanted was lots of bird poop, I went a bit heavy :). As a bonus, convinced FX guys to add said birds that are the culprits.

Set dressing and repurposing existing coral assets was tons of fun!

Set dressing and repurposing existing coral assets was tons of fun!

More detailed coral dressing

More detailed coral dressing

It was important to get a different view of the skeleton from spawn points on either side of the island.

It was important to get a different view of the skeleton from spawn points on either side of the island.

It was important to get a different view of the skeleton from spawn points on either side of the island.

It was important to get a different view of the skeleton from spawn points on either side of the island.

Aerial view showing all the water detail that was put in.

Aerial view showing all the water detail that was put in.

All of it in motion. I set up the ocean water, foam and waves here.

Re-textured and up-rezzed version of this Tetrapod asset that was used in Titanfall 2. Was fun staying true to the original while adding more fidelity to it.

Re-textured and up-rezzed version of this Tetrapod asset that was used in Titanfall 2. Was fun staying true to the original while adding more fidelity to it.

Tetrapod in-game.

Tetrapod in-game.

Apex Legends S11 | Habitat 4

After some back to back ownership of large zones in Tropics, it was nice to play a support and polish role on Habitat 4, our newest Arena map. Tri Do headed up the map, and Leah Augustine and I were supporting him in a relatively quick production of a couple of weeks. I worked on setting up the periphery ocean (its foam painting, waves painting/direction, detail color, etc.), laid out/composed/set dressed the Leviathan bones in the mid-range vista (all existing assets with material tweaks) and re-textured old props and vegetation with higher res textures and shader updates for foliage movement.


Level Design: Lyubo Kubadinov & Keith Jensen

Env Art Direction: Robert Taube and Jose Zavala


Map Lead: Tri Do


Support Artist: Leah Augustine
https://www.artstation.com/leahaugustine


Lighting by Austin Arnett & Nu-Lee Han:
https://www.artstation.com/austin_arnett

A lot of the assets and materials used here are pulled from our team's library.

Environment Art Team:ㅤ
Robert Taube
Jose Zavala
Lewis Walden
Mike Altamirano
Kristen Altamirano
Tri Do
Jake Virginia
Austin Arnett
Tragan Monaghan
Paul Tran
Brooke Olson
Hans Myaard
Eugene Kim
Leah Augustine
Jobye Karmaker
Richard Rude
Marcos Shih
Jude Lee