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Dragonspire: Desert + Caverns Biomes

Desert and Caverns were environments that I built for Dragonspire. As the Art Lead, I was responsible for defining the game's overall 3D visual style and ensuring that the lighting, camera work, and level layouts complemented our gameplay mechanics. Given the highly iterative nature of our map design process, I approached terrain creation using modular pieces—building separate components for edges, corners, and center tiles to allow for flexibility. Once a map layout was finalized, I would go in and vertex paint the ground to blend grass and dirt textures naturally. Many of the gameplay props were dynamically spawned during play to create evolving pathways within each map. I'm incredibly grateful for the time I spent working on this game alongside such passionate and dedicated developers at the startup.
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3D ARTIST:
https://www.artstation.com/whitlanier
CONCEPT ARTIST:
https://www.artstation.com/cottontan

A Desert boss room.  I was responsible for this biome's lighting, skydome, terrain, and set dressing.

A Desert boss room. I was responsible for this biome's lighting, skydome, terrain, and set dressing.

A Desert start room.

A Desert start room.

Another Desert boss room.

Another Desert boss room.

Desert kit pieces I worked on.

Desert kit pieces I worked on.

A Caverns room.

A Caverns room.

Another Caverns room.

Another Caverns room.

A Caverns boss room.

A Caverns boss room.

Caverns kit pieces I worked on.

Caverns kit pieces I worked on.

A Cool glowy tree I created!

A Cool glowy tree I created!