The Penthouse is a space the player returns to multiple times through the game, and is the home of one of the main characters, so it needed to serve as a direct reflection of their personality and status. I worked closely with Ben Matthews (Art Director) to update the early blockout, and create unique pocket spaces where you might encounter said character. I retained some of the visual language of HSLs version, but made my own modular kit, trim sheet and atlas to build out the rich ornate balconies, pillars, walls and ceilings. I built out the rooftop conservatory as well, and handed over to Dani Ontiveros who dressed the final pass and im really happy with the look. The Hotel lobby was a collaborative effort for which I took the space over from Adam Sharp and handed over to Filipp Sparak. I did the 1st pass, which included aspects such as, expanding the footprint and height, sinking the central floor, introducing the fan staircase, establishing the colour palette and materials.
Work done as follows - Blockout to Release, modular penthouse railing kit, trim sheet and atlas for kit, surfaces and custom materials including vert painting, existing asset fixes, detail scatter and decal pass etc, streaming setup, optimising and bugfixing.
With great thanks to my Env Art Leads on this one, Toby Hunt and Genesis Asis. Art Direction by Ben Matthews, Asset support by Sumo Pune team.
https://www.artstation.com/genesisasis
https://www.artstation.com/tobiashunt
https://www.artstation.com/daniela_ov
https://www.artstation.com/filipp_spar
https://www.artstation.com/nads
https://www.artstation.com/bigbenmatt