Longneck stampede/Props/Prototyping
I was the art owner of the longneck stampede level.
I worked with Jan Tverdik on that area and sculpted the longneck carcase.
The level was especialy tricky because it had to be nearly empty, so we had enough room for all the walking longnecks.
Concepted many areas of the generation ship that brought the player to the planet. Worked in parallel with Finn Meinert Matthiesen who created the whitebox layouts/shapes for the entire ship and all its different possible modules.
I modeled and textured the nest.
Art Team Credits:
Tom Deerberg (Lead Artist), Stefan Heinrich (Lead Artist), Finn Meinert Matthiesen (Principal 3D Artist), Jan Tverdik, Ron Frölich, Björn Wimar, Matthias Wagner, Sebastian
Schulz, Sina Els, Florian Sollaneck, Luke Adwick, Alexander Asmus, Özlem Sagbili, Stephan Dammrau,
Maximilian Keilich, Sebastian Knüppel
Lighting: Damian Stempniewski, Maria Yue, Christopher Campbell
Art-Direction: Pascal Eggert
Design Team Credits: Hussein Dari, Matthias Otto, Turgut Özbayram, Jos van Laar, Mikhail Kadikov, Reece Lawrence, Elena Knödler
Modeled the bark nest and the eggs. The first shot shown is from the official robinson page.
Credits here go to Finn Meinert Matthiesen for the background and Tom Deerberg for the tree the player is standing on top