The work here is a massive effort of so many people at 343i. This is but a fraction of what I worked on. I am honored to have work on this project as Environment Lead with the amazing team. Core grounds on the art side that worked on the above are Campaign World Builders, Biome, Surfacing, Tech Art, Dynamics,and Hardsurface. Direction from Sparth and Martin Deschambault.
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Biome provided the elements / recipes in which the natural space world builder lead by Steve Carroll used to set dress and make Zeta Halo as amazing as it ended up looking!
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Some Key Credits ( Note: Many more worked on these areas )
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---Biome---
Liz Kirby - Biome Foliage Artist
Nate Castronovo - Rock, Terrain, and Procedural Artist
Steven Oberman - Biome Foliage Artist
Evan Liaw - Biome Surfacing and Shader Art Tech
TJ Halter - Biome Artist
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---Natural Spaces World Builders---
Justin Dinges - Campaign Art Lead
Steve Carroll - Natural Space Manger / Lead
Carson Marlow - World Builder
Eli Gershenfeld - World Builder
Mahreen Fetima - World Builder
Lisa Barber - World Builder
Aaron Panagos - World Builder
Mike Rodriguez - World Builder
Sam Delfanti - World Builder
Mitchel Clayton - World Builder
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---Tech Artists---
Kurt Diegert - Lead Environment Tech Artist
Jens Hauch - Lead Campaign Tech Artist
Kim Haines - High level performance management on both Mp and Campaign and so much more!
Stuart Cunnigham - Tech Artist ( worked mainly on lod process, skew controls, and terrain macro procedural systems)
Joshua Aoki - (Worked on procedural systems for Houdini tools help massive rock tech, Metal Hex, 3D game map, and Cave tools.)
Logan McClure - Shader tech art and tools
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Also a shout out to all our outsourcing vendors and partners who will post in the art blast soon.