I was responsible for prototyping, developing, and eventually implementing the modular workflow we used to create Junkster's environments. These kits had to be kept lean for our target hardware and provided lots of opportunities for creative problem solving in the textures and shaders. Largely, I found a non-linear trimsheet approach to work best for maximising variation from a single texture.
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Levels were dressed in collaboration with Pat McGovern, Ronan Suess, Pearse McKenna, Fin McGechie, Zoé Magee, Emily Blane, Paige Wilkie, and Alex Latham.
The environments were built with a layered approach, first blocking out shapes then adding smaller details on top with other kits. I was mainly responsible for developing the foundational assets for those firsts steps, and figuring out what sizes and shapes worked best for Junkster's needs. It being a building game, the natural conclusion was to use a similar but upscaled version of the grid used for the building elements.
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As part of one of the desert levels in Junkster, I created this large, overgrown, and abandoned greenhouse, thriving against the odds in the extreme environment. This was a really fun task, allowing me to take a break from the modular kits which form the foundation for much of Junkster's environment and being able create something more unique and sculpted.
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Callum Fowlie - Games Artist
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