
(You can middle click on the image to open it in a new tab, at full size! Sexy!)
So I’ve been nose to the grind stone BUSY this week. On Tuesday, the 8th, I got flown out to Baltimore to meet with Zenimax Online, see their current project and meet their world building team. The experience was awesome and it was super exciting to be back in a productive, video game making, talented people filled office. I’m very excited to potentially be working there as a world builder.
If you follow me on facebook or my tumblr, you probably knew all that already! I haven’t said much since then, because I’ve been super busy. It started with working hard on stuff for the Sycamore Craft Market (which went well, and I’ll post about that tomorrow) and then I got a call from Zenimax. They liked having me out and thought I was a great fit, but wanted a more recent, PC oriented example of my world building skills, so they gave me an art test. Since Thursday, I’ve been working hard on a small environment, in UDK, using pre-made assets to show my ability to create a focal point, quality composition and setting that a character would want to explore.

They gave me no specific subject or theme or design doc or map, so this is all kinda…crafted on the fly. I drew out a quick little idea, based on finding the ruin asset set in UDK to be the most interesting, and then just kinda went from there. The gallery in this post is kinda the progress of shots, from start to finish, as well as my doodle map.
If anyone has ANY opinions, feel free to let me know. I still have a decent amount of time to work on it, and my good friend Aaron Canaday (over at Bioware working as an environment artist on SW:TOR) is gonna give send me a quick paint over tomorrow, and I may play with my lighting based on that, but I’m totally open to other people’s opinions as well.
Also, keep in mind all the assets, meshes and materials are UDK’s and the Epic team did an awesome job on them, so thank you Epic, for making assets that are very easy to work with, and super sexy! I literally have put no modeling time into this project, and have just arranged and lit the assets that come standard with UDK.