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Vestra Ruin Architectural Kit [Godfall]

I'm very proud of all the Dekogon artist that sunken hundreds of hours into making this kit what it is today, and especially within deadline for all to play on new PS5! You guys did it! My experience on working on Godfall let alone this kit, are placed all under the captions of each photo. I think its more fun :P.

A special thank you to Kurt Kupser for providing Dekogon with all the in-game screenshots!
https://www.artstation.com/virtualvagabond

Thank you to the incredible team over @CPG. I'm really happy CPG chose Us to help with their first PS5 Title!
Heather Poon - Outsource Director
Koy VanOteghem - Outsource Management
Evan McKnight - Lead Asset Artist
https://www.artstation.com/emcknight

I was responsible for bringing Godfalls Vestra Architectural Kit to life. The kit has a total of 140+ modular assets.

I was responsible for bringing Godfalls Vestra Architectural Kit to life. The kit has a total of 140+ modular assets.

Upon Dekogon joining the project, CPG had blockouts of the entire Vestra Kit. It was our job to rehaul their simplified blockouts into a full scale kit. All designs were based on 2D sketches provided by CPG.

Upon Dekogon joining the project, CPG had blockouts of the entire Vestra Kit. It was our job to rehaul their simplified blockouts into a full scale kit. All designs were based on 2D sketches provided by CPG.

I was responsible for establish the visual expectation for the Kit... Direction, Visualization, Trimsheets, Material Count (you get the point).

I was responsible for establish the visual expectation for the Kit... Direction, Visualization, Trimsheets, Material Count (you get the point).

I was also responsible for Producing this Kit following visual expectations that Heather (OS), Koy (OS), and Evan (LEAD) have set for myself and my team.

I was also responsible for Producing this Kit following visual expectations that Heather (OS), Koy (OS), and Evan (LEAD) have set for myself and my team.

All the Dekogon artist did a great job translating my expectations and visual benchmarks. I'm extremely proud of every one of them.

All the Dekogon artist did a great job translating my expectations and visual benchmarks. I'm extremely proud of every one of them.

I was encharge of importing all of Dekogons Deliverables into Unreal Engine using Source Control. I setup our Materials, Vert Painting Efforts (shader provided by CPG), Collision, LODs (sometimes custom) across multiple revisions and facelifts.

I was encharge of importing all of Dekogons Deliverables into Unreal Engine using Source Control. I setup our Materials, Vert Painting Efforts (shader provided by CPG), Collision, LODs (sometimes custom) across multiple revisions and facelifts.

I was responsible for all the Kits trim sheets. I've made this decision because it would more efficient (quality wise, timeline wise, and to of course keep draw calls low across the Kit.

I was responsible for all the Kits trim sheets. I've made this decision because it would more efficient (quality wise, timeline wise, and to of course keep draw calls low across the Kit.

CPG has an incredible materials team. They've provided us with tileables that allowed us me to vertex paint some incredible details. It really helped this kit become grounded in its environment. Hats off to them!

CPG has an incredible materials team. They've provided us with tileables that allowed us me to vertex paint some incredible details. It really helped this kit become grounded in its environment. Hats off to them!

I still look through screenshots of this game and say wow. The level artists over @ CPG is beyond special. Their artistic eye helps ground everything in the game so beautifully into the scene.

I still look through screenshots of this game and say wow. The level artists over @ CPG is beyond special. Their artistic eye helps ground everything in the game so beautifully into the scene.

I've relied on Blender throughout production. I dev'd a source control system that shares Mats, Geo, & Mods across the cloud so artist can merge their working Blender files to a MASTER content build.

I've relied on Blender throughout production. I dev'd a source control system that shares Mats, Geo, & Mods across the cloud so artist can merge their working Blender files to a MASTER content build.