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A Brooklyn Street | Realtime Environment

In this artwork, I wanted to challenge myself by exploring new skills that I hadn't showcased in my previous portfolio pieces. It was made under the amazing eye of Ben Nadler, who was my mentoring me for this work. Thank you so much for your help!

I wanted to use Trim Sheets and Modular Workflow as much as possible. All environment assets fit together neatly on a grid and are made using three trim sheets. It was important to me to make this environment playable - it's possible to walk around it with a stable frame rate. I had optimization in the back of my mind all the time. It was a great feeling to walk in it and imagine it to be an actual game level.

It was my first time working without a concept. I took a slice of Brooklyn as inspiration for the buildings and relied on references to shape the composition, lighting, and overall story.

I want to thank the Beyond Extend and ExperiencePoints communities for their great help, as well as all my friends who supported me and helped making decisions during the production.

The environment assets are made by me, with exclusion of a few props from the Megascans Library and:
Car: https://sketchfab.com/3d-models/chrysler-new-yorker-1971-3a19f19092614c8cb36d1420288abe21
Bicycle: https://sketchfab.com/3d-models/vintage-bicycle-1795f6e907634afda88fdaf45f67b279#download
Pigeons: https://sketchfab.com/3d-models/pigeon-d8b0f6155ff9433aaf750ac706515aad
Trash: Extracted from scenes from Gleb Alexandrov's Realistic Lighting Course