During the production of LOH, a significant portion of my time was dedicated to the showcase team, where we explored and defined the visual identity of the new region Skovos. This involved translating high level concepts from Art Direction into tangible, in engine environments, while helping establish the overall tone and atmosphere.
My contributions focused on building rock kits, world building, prefabs, and biome sets that supported a cohesive and readable shape language. A key goal was to push the visual intensity of a destructive, unstable volcanic eruption, amplifying scale, chaos, and environmental storytelling to bring a sense of danger and dynamism to Sanctuary.
This work was highly collaborative, and the final result is a testament to the talent and dedication of the entire team. Huge shoutout to everyone involved! Without their incredible contributions, this project would not have reached the level it did.