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Rebellion • Environment Art

Zombie Army Trilogy

A tactical third-person shooter set in the dying flames of WWII. I contributed to the environmental atmosphere, asset creation, and set dressing for the apocalyptic ruins of Berlin.

Rebellion • Environment Art

Zombie Army Trilogy

A tactical third-person shooter set in the dying flames of WWII. I contributed to the environmental atmosphere, asset creation, and set dressing for the apocalyptic ruins of Berlin.

Rebellion • Environment Art

Zombie Army Trilogy

A tactical third-person shooter set in the dying flames of WWII. I contributed to the environmental atmosphere, asset creation, and set dressing for the apocalyptic ruins of Berlin.

ROLE

Environment Artist

TEAM

Art

Product

Nazi Zombie Army Trilogy

Timeline

2013 - 2014

ROLE

Environment Artist

TEAM

Art

Product

Nazi Zombie Army Trilogy

Timeline

2013 - 2014

ROLE

Environment Artist

TEAM

Art

Product

Nazi Zombie Army Trilogy

Timeline

2013 - 2014

01. Overview

As an Environment Artist at Rebellion, I took ownership of one of the five core campaign missions for Zombie Army Trilogy. Working within the proprietary Asura Engine and 3ds Max, I was responsible for taking the level from the initial gray-box blockout through to final polish. The goal was to deliver a high-fidelity, atmospheric experience that balanced the chaotic gameplay of a 4-player co-op shooter with the tension of survival horror.

01. Overview

As an Environment Artist at Rebellion, I took ownership of one of the five core campaign missions for Zombie Army Trilogy. Working within the proprietary Asura Engine and 3ds Max, I was responsible for taking the level from the initial gray-box blockout through to final polish. The goal was to deliver a high-fidelity, atmospheric experience that balanced the chaotic gameplay of a 4-player co-op shooter with the tension of survival horror.

01. Overview

As an Environment Artist at Rebellion, I took ownership of one of the five core campaign missions for Zombie Army Trilogy. Working within the proprietary Asura Engine and 3ds Max, I was responsible for taking the level from the initial gray-box blockout through to final polish. The goal was to deliver a high-fidelity, atmospheric experience that balanced the chaotic gameplay of a 4-player co-op shooter with the tension of survival horror.

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