Magic: Legends - Realms External Development & Materials
Realms trim atlas material for floors and other structural pieces.

Realms trim atlas material for floors and other structural pieces.

Tile smart material for sculpt assets.

Tile smart material for sculpt assets.

Stone smart material for sculpt assets. This also shows the various controls and parameters.

Stone smart material for sculpt assets. This also shows the various controls and parameters.

Example proxy models.

Example proxy models.

Final art assets by Virtuos Sparx. Materials, prefabs, and in engine vertex painting by me.

Final art assets by Virtuos Sparx. Materials, prefabs, and in engine vertex painting by me.

Larger shot of most of the initial Realms kit.

Larger shot of most of the initial Realms kit.

Xdev work, materials, prefab creation, vertex painting, and worldbuilding.

Xdev work, materials, prefab creation, vertex painting, and worldbuilding.

I worked on Magic: Legends as a Staff II Environment artist contributing from pre-production through production. I had a myriad of duties ranging from R&D, pipeline/workflow creation for in-house and outsource artists, overall environment art work, external development pipeline, lighting, and mentoring of other artists.

Magic: Legends was a highly collaborative project and was the result of many individual contributors. For external development(XDev) I worked with the XDev manager in creating the pipeline and workflow. From there I also helped out with assignment packets, technical and artistic guides, materials, tech art tools, artist feedback, asset intake implementation into the game engine, and prefab creation.

For the Realms assets I developed a proxy pipeline where in house artists would create proxy models, and then we would prefab and worldbuild with the proxy models. This way we could create content without waiting on final assets. The outsource artists would then create the final art assets, matching silhouette, pivots, and various other technical constraints. Then reimporting the final assets over the proxy model files. And it would be a seamless change going from proxy asset to final. To help with consistency I also developed various tech tools for use in Substance Painter as well as several Substance Designer smart materials and trims. So that artists can just focus on their sculpts and the smart materials would do the rest of the work.

Additional contributions:
Art Director
Barclay Chantel

Art Development Director
Ken Morse

Senior Art XDev Manager
April Schmidt

XDev & Environment Art Team
https://www.artstation.com/waitecreations
https://www.artstation.com/xiaoartist
https://www.artstation.com/azaraen
https://www.artstation.com/edgelooperart
https://www.artstation.com/oliviasullivan
https://www.artstation.com/syn0dic
Patrick Poage
Micao Peneflor
Mauricio Tejerina
Jeremy Mattson
Richard Larson

Tech Art:
https://www.artstation.com/ptrcktran

Outsource Studios:
Gameshastra
Aidia
Virtuos Sparx