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GHOST RECON BREAKPOINT / Level Art Work

One of my missions on Ghost Recon Breakpoint was to create the buildings models for the Driftwood Islets Testing Zone, a military training zone with fake constructions, designed to test Skell Drones in urban areas.
I was heavily inspired by the photographs of Gregor Sailer in his serie "The Potemkin Village", documenting fake cities around the world mostly serving as military training ground.
https://publicdelivery.org/gregor-sailer-potemkin-village/
I was responsible for creating all the models and textures for the buildings.

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An other of my missions was to polish existing assets, by adding decals and vertex paint to take full advantage of the capabilities of our shaders. I mostly worked on big structures to add details and to help hide repetitive materials.
The huge Dam asset was created by the very talented Lucas Duguin.

My task here was to create all the assets for the big buildings present in this zone. I created all the models and textures for the kit.

My task here was to create all the assets for the big buildings present in this zone. I created all the models and textures for the kit.

For the big buildings, I was inspired by a fake military testing city in Ufa, Bashkortostan, Russia. The buildings are just huge cloths attached to a concrete structure with windows printed on them.

For the big buildings, I was inspired by a fake military testing city in Ufa, Bashkortostan, Russia. The buildings are just huge cloths attached to a concrete structure with windows printed on them.

In this region of the islands, there are a lot of storms, so some cloths are torn or missing, due to this harsh weather.

In this region of the islands, there are a lot of storms, so some cloths are torn or missing, due to this harsh weather.

For the ground levels, I wanted to make it feel like the windows and doors were posters that were pasted on concrete walls.

For the ground levels, I wanted to make it feel like the windows and doors were posters that were pasted on concrete walls.

I was only responsible for refining the mesh and adding decals/vertex paint to help break the repetitivity of the materials, from up close as well as from a distance.
The dam asset was created by Lucas Duguin.

I was only responsible for refining the mesh and adding decals/vertex paint to help break the repetitivity of the materials, from up close as well as from a distance.
The dam asset was created by Lucas Duguin.

My task was to polish this zone by adding marking and weathering decals on the ground, as well as vertex paint.

My task was to polish this zone by adding marking and weathering decals on the ground, as well as vertex paint.

My task was to polish this zone by adding marking and weathering decals on the ground, as well as vertex paint.

My task was to polish this zone by adding marking and weathering decals on the ground, as well as vertex paint.