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Ashen God 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
Rahim Rahimi - Senior & LA
https://www.artstation.com/rahimi001
Cat Yang - Senior Environment Artist
https://www.artstation.com/goodbyekitty137

The Ashen God Architectural Kit was around 100+ pieces (including variations). As well as rubble damages, and majority of the rocks in the Water Biome.

The Ashen God Architectural Kit was around 100+ pieces (including variations). As well as rubble damages, and majority of the rocks in the Water Biome.

This kits goal was to push more ornamental details. Jason Gullion and I were responsible for the creation of this Trim Sheet. Jason worked on the height map via SD and I translated his height details over to painter where I later textured via SP Anchors.

This kits goal was to push more ornamental details. Jason Gullion and I were responsible for the creation of this Trim Sheet. Jason worked on the height map via SD and I translated his height details over to painter where I later textured via SP Anchors.

We were given 2D images of all the kits modular pieces along with goals and the feeling of this Biome that Heather, Koy, and Evan wanted to achieve. We stuck to the constraints of their original blockouts.

We were given 2D images of all the kits modular pieces along with goals and the feeling of this Biome that Heather, Koy, and Evan wanted to achieve. We stuck to the constraints of their original blockouts.

I did not work with Cat Yang but I can't make a post without mentioning her work.. I love her Water Realms Foliage work. Her art grounds this whole environment together. Please check her out, Incredibly talented artist!

I did not work with Cat Yang but I can't make a post without mentioning her work.. I love her Water Realms Foliage work. Her art grounds this whole environment together. Please check her out, Incredibly talented artist!

A key player that stood out during the production of this Kit was Hamish Ames. His ability to apply all of my critiques, along with CPGs feedback; across dozens of modular pieces really molded this entire kit.

A key player that stood out during the production of this Kit was Hamish Ames. His ability to apply all of my critiques, along with CPGs feedback; across dozens of modular pieces really molded this entire kit.

Ilya Danilenko, Evan McKnight, and I worked on the development of the damaged pillars following all of Evans pipeline enhancements that really added the extra umf to this section of the kit.

Ilya Danilenko, Evan McKnight, and I worked on the development of the damaged pillars following all of Evans pipeline enhancements that really added the extra umf to this section of the kit.

I was responsible for importing all the kits assets along with maintaining UCX creation following Heather and Koys bug fixes. As well as all LOD0 vertex painting efforts.

I was responsible for importing all the kits assets along with maintaining UCX creation following Heather and Koys bug fixes. As well as all LOD0 vertex painting efforts.

Nailing Ashen Gods feel was difficult, there were times were it was too much gold, or not enough gold. Heather, Koy, and Evan dial in the kits feel throughout its production and multiple revisions.

Nailing Ashen Gods feel was difficult, there were times were it was too much gold, or not enough gold. Heather, Koy, and Evan dial in the kits feel throughout its production and multiple revisions.

We worked on the Ashen God rocks as well. Sayan Goswami did all the Sculpts + LP + UV + Bake. I was responsible for visually uprezing rez in-engine via shader provided by Kurt Kasper. As well UCX creation.

We worked on the Ashen God rocks as well. Sayan Goswami did all the Sculpts + LP + UV + Bake. I was responsible for visually uprezing rez in-engine via shader provided by Kurt Kasper. As well UCX creation.

One of the hardest things with Ashen God Kit was UE4 wasn't persevering the vertex painting across LODs, causing lots of bad popping. In result we had to do lots of custom LODs.

One of the hardest things with Ashen God Kit was UE4 wasn't persevering the vertex painting across LODs, causing lots of bad popping. In result we had to do lots of custom LODs.

Rico Cilliers was responsible for HP and LP Snake Decor. He was given a 2D reference following directional request from myself and CPG. Killer sculpting skills!

Rico Cilliers was responsible for HP and LP Snake Decor. He was given a 2D reference following directional request from myself and CPG. Killer sculpting skills!

I love this environment, everything from the level structure to the lighting. There's so much to look at and explore. Hats off to the talented team over at CPG!

I love this environment, everything from the level structure to the lighting. There's so much to look at and explore. Hats off to the talented team over at CPG!