Indiana Jones and the Great Circle: Pyramid Tower

I worked on the interior of the hidden pyramid and the boardgame room.

I had the pleasure of taking this area from block out through to final architecture including texture work to establish the design, workflow and lookdev for the kit. This also included setting up Houdini scripts for quick retopo, uvs and an interactive root drawing system to quickly block in the huge root shapes we have. It was then handed over to Ilya Vasilenko and Ivan Martinez to finish it with set dressing, materials, adding to the existing kits and anything else that was asked for.

Several workflows and ideas were tried briefly for the walls, but due to the gameplay requirements and tech available at the time, we went with the classic baked modules with tiling detail materials. Each module interlock with the modules above and below in a common shape, and with enough set dressing and module variations we were able to cover vast amounts of space quickly and to a high degree of detail.

Lighting was tackled by Tomas Lidström and NOBODY STUDIO

A big thank you to my leads, and Axel Torvenius and Mattias Astenvald

This was a huge team effort, my thanks to everyone involved in such an undertaking.

https://www.artstation.com/neviril
https://www.artstation.com/imcalvin
https://www.artstation.com/drevlin
https://www.artstation.com/cyberwaste

A sense of the scale of the area and the size of the kit designed for it. We used baked modules that interlocked in a common shape. Then a multilayered shader for tiling materials to keep the detail levels higher on close scrutiny.

A sense of the scale of the area and the size of the kit designed for it. We used baked modules that interlocked in a common shape. Then a multilayered shader for tiling materials to keep the detail levels higher on close scrutiny.

I was able to take the boardgame room to final, including set dressing, decals and all materials. Antonio Figueiredo did a polish pass also

I was able to take the boardgame room to final, including set dressing, decals and all materials. Antonio Figueiredo did a polish pass also

The kit was designed to be viewed and played from all distances, which was particularly challenging given the FPS pov.

The kit was designed to be viewed and played from all distances, which was particularly challenging given the FPS pov.

Before in the architecture phase, after final shipping

Before in the architecture phase, after final shipping

One of the boardgame room walls, to see how the modules linked together

One of the boardgame room walls, to see how the modules linked together