Apex Legends S11 | Jungle Style Creation Work (Pre-Production Art)
An example of stuff that had to get cut due to space constraints. We have a hard 500k static prop limit, and these rock cluster instances with foliage proved to be too many static props throughout the map.

An example of stuff that had to get cut due to space constraints. We have a hard 500k static prop limit, and these rock cluster instances with foliage proved to be too many static props throughout the map.

The hanging vines on the trees are another instance of something we needed to cut as we were reaching our 500k static prop limit with how much these tree prefabs were being instanced.

The hanging vines on the trees are another instance of something we needed to cut as we were reaching our 500k static prop limit with how much these tree prefabs were being instanced.

Apex Legends S11 | Jungle Style Creation Work (Pre-Production Art)

I had the opportunity to lead the creation of one of the main styles of the Storm Point - the Jungle Style. Along with my right hand man, Eugene Kim, I tackled a lot of the main foliage assets that make up the style and Eugene tackled the terrain textures and some of the foliage. These shots represent the composition I did of all our work together in a small piece of terrain lifted from the map at the time (when it was still in early Level Design blockout). The purpose of style creation/pre-production before we head into full production is to get a feel for the different styles that make up the map. We create all the main assets we need and compose it all together. We typically get an early lighting pass as well to see how it all plays together, get input from Level Design for gameplay and readability, etc. It's an incredibly useful process and really helps give us a solid base and answer major lingering questions or concerns before going into production!

At this point in the process, none of the assets were fully final, a lot of tweaking and pushing and pulling happened until the end of production as performance realities came into view, new readability or noise issues, etc.

~85% of the foliage was made brand new for the map, while ~15% was re-mastered and re-purposed existing foliage (things like the roots kit, the ground clovers, orange tropical plant, etc.).

Level Design by Rodney Reece
Env Art Direction by Robert Taube and Jose Zavala
Pre-Production Lighting by Austin Arnett

My right-hand man for the style, Eugene Kim, who tackled some of the vegetation and the terrain textures for the style:
https://www.artstation.com/deadecko

Pre-Production Lighting:
https://www.artstation.com/austin_arnett
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Environment Art Team

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

More artwork
Jobye kyle karmaker jobye kyle karmaker apex thumb s11 zone8Jobye kyle karmaker jobye kyle karmaker apex thumb s11 zone2Jobye kyle karmaker jobye kyle karmaker apex thumb s11 assets