A lot of my role on Remnant 2 was lookdev and polish, as well as being a team lead. I worked closely with Cindy To (principle designer) as we fleshed out the new areas of the game. I would typically create the initial modset based off concept, then go back and forth with design to make sure the art and gameplay aligned. Then I'd rough up proxies, polish the modset, and get some initial lighting/material exploration done. Usually at this point I would pass the proxies on to Shaun and Andrew Sifter who led the asset creation teams. Once they made the assets I would go back in, polish up materials and lighting, and create an example tile for the rest of the worldbuilding team to use. I worked closely with Shaun and Colin Post (art director) during this process, getting feedback and making changes along the way.
Golden Halls - Early Lookdev
Focus on figuring out modset and general gameplay space.
Golden Halls - Early Lookdev 2.0
initial lighting/material exploration and continuing to work on modset. Bobby Simpson helped create assets.
Golden Halls - Early Lookdev 3.0
This area underwent a lot of revisions, this was a different type of area we explored
Golden Halls - early Lookdev 3.0 Exploring what it might look like to come to an overlook of the fae castle
Asylum Polish - finalizing textures, detail level, lighting, color grading, etc.
Dran City - Early Lookdev. Modset, mood, and propping exploration.
Early Nerud Lookdev - Modset exploration
Early Nerud Lookdev - Mood exploration
Early Nerud Lookdev - Lighting, detailed proxy, propping.