Scrapyard Environment
Terrain exploration. Low level vs. high level noise was something that needed to be pinned down, especially with the particle and lighting effects used in the level.

Terrain exploration. Low level vs. high level noise was something that needed to be pinned down, especially with the particle and lighting effects used in the level.

An initial broad shot of the level.

An initial broad shot of the level.

Concept and proxy for the mass driver point of interest, which would help orient players.

Concept and proxy for the mass driver point of interest, which would help orient players.

Architecture assets to be reused throughout the area.

Architecture assets to be reused throughout the area.

Scrapyard Environment

These were all done as part of the development of the scrapyard map for Dreadnought.

More artwork
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