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City Tools and Tech Art - Vampire: The Masquerade - Bloodlines 2

I created various assets and shaders for vista and distance buildings. Each asset needed to be highly customisable so that it could follow the art direction. I want to thank Kieran Goodson, Senior Environment artist, who helped plan the city and flesh it out with me. Genesis Asis, my lead for supporting us, and the Art Director Ben Matthews for the vision.

I worked on backdrops for cinematics and the vistas of the open world. Thanks to Adam Sharp for the interior work here.

I worked on backdrops for cinematics and the vistas of the open world. Thanks to Adam Sharp for the interior work here.

I used these various assets and shaders I created to generate the title screen for Bloodlines 2. I made some fog cards just for this cinematic and some places in the hub.

I used these various assets and shaders I created to generate the title screen for Bloodlines 2. I made some fog cards just for this cinematic and some places in the hub.

I created some fog cards that are used throughout the project.

I created some fog cards that are used throughout the project.

I made a tool that made buildings use Unreal BP modelling and a shader that could generate windows. You can see more in my shader page.

I made a tool that made buildings use Unreal BP modelling and a shader that could generate windows. You can see more in my shader page.

Here is the shader in use. There buidling were used for vista and skyscrapers.

I made some low-poly buildings and a cheap shader for distance vista. They use custom data parameters so they can all share the same Material instance.

I was in charge of managing Art Support, which created building modules for our HDA tool. I created a few modules myself, created the rules and databases that the tool used to generate various buildings.

I was in charge of managing Art Support, which created building modules for our HDA tool. I created a few modules myself, created the rules and databases that the tool used to generate various buildings.

I created various assets off in the vista to make the city feel like it extended past the player space. Here was a simple shader that created the illusion of spotlights in the distance (no lights used). This was meant to be Lumen Stadium, Seattle.

This scene was made and dressed by Kieran Goodson using the HDA tool for the buildings.

This scene was made and dressed by Kieran Goodson using the HDA tool for the buildings.

I created the Pioneer building using kits from the tool.

I created the Pioneer building using kits from the tool.

Here is an Alleyway Kit I made that had multiple rule sets and materials that were used throughout the city for alleyway buildings.

Here is an Alleyway Kit I made that had multiple rule sets and materials that were used throughout the city for alleyway buildings.