I defined the artistic vision for the project by creating a style guide, providing visual references, color palettes and descriptions for the look & feel of all Art assets.
I shared the artistic vision with a small team of concept artists, directed, organized and validated their work.
I scheduled, managed and supervised the Art production of a medium-size team of artists to deliver technical & visual benchmarks and all art assets according to these approved benchmarks.
I was actively involved with the CryEngine R&D team on troubleshooting visual and technical issues, improving performance and visual quality for the engine, and defining production pipelines to be used by the Art team.
I created level art, lighting, post-effects and camera animations for the playable prototype, using CryEngine Sandbox editor.
- The project was cancelled in 2008 -
Playable Prototype Trailer
Concepts & Screenshots