If you go for Unity and Biomes, as you wrote in your article, please do support Vegetation Studio Pro. Your work is awesome, can't wait to see it on the store.
Great breakdown of the process and optimization, thanks for sharing.
This article just not only provides great tools for level design. It's also useful vocabulary to express ideas with our team. https://xbeasts.blogspot.com/2018/12/Remove-Wall-Decals.html
Have a look at the large collection of the Wolfenstein II: The New Colossus artwork from the talented MachineGames artists. Wolfenstein II is an excellent sequel to Wolfenstein 3D, a game that first introduced the first-person perspective in the popular franchise helping popularize the first-person shooter genre in general. Even though the latest release received mixed reviews, the art behind it meets the high bar set. Let’s enjoy it!
Wolfenstein 2: Eva’s Hammer
Eva’s Hammer was the central hub for the game, requiring lots of cross-discipline communication and teamwork. My main responsibilities were mostly in world building, level architecture, and optimization. It was a huge amount of fun to make such an industrial space so organic, warm and lived in whilst still keeping the military aesthetic.
Wolfenstein 2: Section F
Section F is a large industrial section of Eva’s Hammer where some early combat takes place in the game. My main responsibilities were mostly in world building. With exposed primer and built up dirt it stands in stark contrast with the white painted walls of the hub.
Wolfenstein 2: Ausmerzer Interior
The Ausmerzer is a modern flying fortress used to oppress, we kept the interior minimalist and stark with dark plastics and metals. My main responsibilities were level design, level architecture, and world building. It was a great exercise to try and make such a huge metal contraption feel light and believable. We took inspiration from WW2 air-frames and modern interior air-plane panel design.
Wolfenstein 2: Ausmerzer Exterior
Wolfenstein 2: The Ausmerzer
Here are some shots of the work I did on The Ausmerzer for Wolfenstein 2: The New Colossus, together with Fredrik Stertman, Myles Lambert, Ayi Sanchez and Oskar Edlund (env.art/3d art). My main focus was on level architecture/environment art/props and level design.
Wolfenstein 2 The New Colossus – Ausmerzer interiors
Some shots from the work I did on the inside of the Ausmerzer for Wolfenstein 2 the New Colossus. My responsibilities were environment art, level architecture, props and materials.
Wolfenstein 2 The New Colossus – Wheelchair Section
Wolfenstein 2: Hero room
Wolfenstein 2: Pigsty
Wolfenstein 2: Les halles Lyon
Eva’s hammer shaft
My responsibilities were mostly world building/level architecture, asset/modular sets, texturing, decals and set dressing. It was nice to achieve organic compositions with mechanical elements such as pipes and valves as well as some cozy spaces. Also been able to design some of the elements of it.
Top of the Ausmerzer
Hero corridors / Submarine
Helm / Submarine
Wyatt / Max Hass rooms