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Borderlands 3 - Level Art, Character Tech Art

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain, foliage, and decals.

Responsible for terrain, foliage, and decals.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Responsible for terrain and foliage.

Nekrobug - example of a more detailed character colorization pass.

Nekrobug - example of a more detailed character colorization pass.

Nekrobug - example of a more detailed character colorization pass.

Nekrobug - example of a more detailed character colorization pass.

Nekrobug - example of a more detailed character colorization pass.

Nekrobug - example of a more detailed character colorization pass.

I joined Gearbox Software's Level Art team during their final polish. I was responsible for decal passes, foliage, and terrain painting to tie together the level composition and push the lore of the environment. Decals consisted of graffiti, paint, grunge, destruction, moss, and terrain blending. All work was done in Unreal Engine 4 editor.

I was a technical art support for Gearbox's Character Art team as well. I implemented a colorization tool created by Brian McNett, which allowed for consistent material color changes across characters without editing textures outside of Unreal Engine. A similar process was used to achieve player character customization, including scrolling textures across materials.