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Industrial District - Vampire: The Masquerade - Bloodlines 2

As an Open World Owner, I worked closely with Malik Fernandez and Kieran Goodson on the concept and initial blockout of the city of Seattle. Collaborating with Level Design, we iterated extensively on the city layout, which required us to work efficiently and adapt quickly. With support from Tech Art and a suite of in-house tools, we were able to prototype and refine the open world at a fast pace.

Later in development, as a larger team joined the project, we created extensive documentation and video demonstrations to help onboard new artists. Each of us led a small pod of mid- and senior-level artists, taking responsibility for specific areas of the city.

I took the lead on many of the environment shaders and building rules/kits -this included building modules, alley kits, rooftop kits, window shaders, and snow shaders. We used a combination of procedural tools (such as a Houdini building generator) and handcrafted dressing to bring the city to life.

I also led environment-side of player traversal in the city, working closely with Level Design to establish the visual language for traversal across the city.

I really enjoyed this one! Leanred a ton about open world traversal, environment storytelling, and large-scale world building.

The industrial District was a lot less vibrant than the rest of the city, a lot more homeless and abandoned buildings. The remeancy of of the industrial city Seattle used to be. I want to thank my Lead Genesis Asis for support and Kieran Goodson, who worked with me on the HUB.

Shader I made for the industrial nd alleyway windows in the city.