This is a collection of some of my work from the last 2.5 years on Second Son. I chose shots where I was the primary texture/finishing environment artist. We are loosely divided into model and texture artist roles, but because we're a fairly small team with zero environment outsourcing, these roles become more freeform. Long story short, I took what you see here from model/grayblock to ship.
I'm cutting in images from my site to save time; please forgive the redundant descriptions embedded here and there.
Enjoy, and many thanks go out to my fellow Sucker Punchers for being awesome! Feel free to ask any questions.
Always loved your hardsurface work, great job dude! Something about the materials on the pay phone stick out to me, in a good way. All the bevels are a really good scale and read well.
Great work! I lived in Seattle for a year and it was great to see all the specific locations throughout. I took a course at FuturePoly while I was there and chuckled when I discovered it in game. Nice job to everyone at SuckerPunch
Fantastic looking. How small the art team really is? I remember Remedy and 4A Games saying they are a very small studios with teams of 50 people. It may be small for AAA-studios but from indie's perspective that's huge.
I had an absolute blast with the game. Kudos to you and the team... its gorgeous! I love the screenshot thread on GAF. It really makes you appreciate how good it looks.
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I played this... I saw future poly...
I was there irl...