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Dragonspire: Ruins + Sky Temple Biomes

Ruins and Sky Temple 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 Ruins boss room.  I was responsible for this biome's lighting, skydome, terrain, and set dressing.

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

A Ruins start room.

A Ruins start room.

Another Ruins boss room.

Another Ruins boss room.

Ruins kit pieces I worked on.

Ruins kit pieces I worked on.

A Sky Temple boss room.

A Sky Temple boss room.

A Sky Temple room.

A Sky Temple room.

Another Sky Temple boss room.

Another Sky Temple boss room.

Sky Temple kit pieces I worked on.

Sky Temple kit pieces I worked on.