Uncharted 4 Environment Art

Here's my contributions to Uncharted 4's environments. My role was modeling & scene assembly for a variety of locations but my main area of focus was Scotland designed by Emilia Schatz. I helped develop the look for various areas there & took the hillside/forest to completion with the talented texture artist, Melissa Altobello & amazing lighter, Scott Greenway.

We share tons of assets, especially props, rocks & foliage. For most of the foliage, we have a core team of Artem Brizitskiy, Jonny Chen, & Andrew Maximov for creating and maintaining the library which helped all us a ton during production. It's an honor to work with so many talented artists & designers who all push the limits of game play and visual excellence. A big part of achieving this is because of our strong, and experienced environment art leadership including Teagan Morrison, Tate Mosesian, Andrew Maximov, Waylon Brinck, Christian Nakata, Robh Ruppel & Erick Pangilinan.

I helped model & set dress the main hall in Avery's mansion. Textures were done by Alice Gionchetta & Rogelio Olguin. Additional modeling by Rogelio Olguin, Brad Smith & Joshua Piszczek. Designed by Mark Davies. Lighting by Gabe Betancourt.

I helped model & set dress the main hall in Avery's mansion. Textures were done by Alice Gionchetta & Rogelio Olguin. Additional modeling by Rogelio Olguin, Brad Smith & Joshua Piszczek. Designed by Mark Davies. Lighting by Gabe Betancourt.

I helped model & set dress the main hall in Avery's mansion. Textures were done by Alice Gionchetta & Rogelio Olguin. Additional modeling by Rogelio Olguin, Brad Smith & Joshua Piszczek. Designed by Mark Davies. Lighting by Gabe Betancourt.

I helped model & set dress the main hall in Avery's mansion. Textures were done by Alice Gionchetta & Rogelio Olguin. Additional modeling by Rogelio Olguin, Brad Smith & Joshua Piszczek. Designed by Mark Davies. Lighting by Gabe Betancourt.

I modeled a lot of the core rocks & assembled the first part of the spires area. Additional modeling, set dressing & textures by Rogelio Olguin, Adam Littledale, Jeremy Huxley. Designed by Emilia Schatz. Lighting by Mark Shoaf & Matt Morgan.

I modeled a lot of the core rocks & assembled the first part of the spires area. Additional modeling, set dressing & textures by Rogelio Olguin, Adam Littledale, Jeremy Huxley. Designed by Emilia Schatz. Lighting by Mark Shoaf & Matt Morgan.

I modeled a lot of the core rocks & assembled the first part of the spires area. Additional modeling, set dressing & textures by Rogelio Olguin, Adam Littledale, Jeremy Huxley. Designed by Emilia Schatz. Lighting by Mark Shoaf & Matt Morgan.

I modeled a lot of the core rocks & assembled the first part of the spires area. Additional modeling, set dressing & textures by Rogelio Olguin, Adam Littledale, Jeremy Huxley. Designed by Emilia Schatz. Lighting by Mark Shoaf & Matt Morgan.

I modeled a lot of the core rocks & assembled the first part of the spires area. Additional modeling, set dressing & textures by Rogelio Olguin, Adam Littledale, Jeremy Huxley. Designed by Emilia Schatz. Lighting by Mark Shoaf & Matt Morgan.

I modeled a lot of the core rocks & assembled the first part of the spires area. Additional modeling, set dressing & textures by Rogelio Olguin, Adam Littledale, Jeremy Huxley. Designed by Emilia Schatz. Lighting by Mark Shoaf & Matt Morgan.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled the opening of Scotland up to the entrance of the dormitories where Avery's grave is. Designed by Emilia Schatz. Textures by Melissa Altobello. Lighting by Scott Greenway. FX by Mike Dudley.

I modeled & assembled this area in Chapter 17 on the island. Textures by Max Golosiy. Designed by James Cooper. Lighting by Steve Cummings.

I modeled & assembled this area in Chapter 17 on the island. Textures by Max Golosiy. Designed by James Cooper. Lighting by Steve Cummings.

I modeled & assembled this area in Chapter 17 on the island. Textures by Max Golosiy. Designed by James Cooper. Lighting by Steve Cummings.

I modeled & assembled this area in Chapter 17 on the island. Textures by Max Golosiy. Designed by James Cooper. Lighting by Steve Cummings.

I modeled & assembled this area in Chapter 17 on the island. Textures by Max Golosiy. Designed by James Cooper. Lighting by Steve Cummings.

I modeled & assembled this area in Chapter 17 on the island. Textures by Max Golosiy. Designed by James Cooper. Lighting by Steve Cummings.