top of page

3D ENVIRONMENT ART

From Science-Fiction to Ancient Era, realistic to low-poly, I have been broadening my artistic horizons by creating different types of environments and using them to inflict all kinds of emotions.

​

I wholesomely enjoy doing 3D Environment Art, as it allows me to manufacture all sorts of different worlds to explore and interact with, that people wouldn't normally be able to visit in reality.

​

Please have a look at some of my Environmental work:

NC Game Development - Capstone Project - "Mars: Code Red"

September 2016 - April 2017

​

Artist(s): Paul Pietsch, Stephen Kalenuik, Alyssa Newton, Colin McCormick
Programmers(s): Ben Falco, Brandyn Gougeon, Eric Turner

​

The summary of what we have learned all three years put into a single project. For the first four moths, all seven of us spent the time and effort trying to complete the pre-production of a normal game. I came up with the initial concept of doing something on Mars, and from there we went on. In the later four moths, we pushed into full production, working hard on our final project at Niagara College.

​

In this project, I focused on modelling most of the larger assets, such as the Martian Base (both the inside shell / corridors and the outer walls), as well as objects such as the reactor. This was the first project I used Substance Painter 2 on, as well as the first game that ran off both the Oculus Rift headset and the Oculus Touch controllers.

​

I would love to show off this game, however that requires both Oculus Rift and Oculus Touch controllers to play. If you have both, feel free to play with this link: shorturl.at/ahmI1

​

Software used:

3DS Max, Photoshop, Substance Painter 2, Unity

UPDATED SCREENSHOTS TO COME SOON!

September 2016 - December 2016

​

Artist(s): Paul Pietsch, Alyssa Newton, Andrew Chau
Programmers(s): Ben Falco

​

For this project, we were given four weeks to code, model, and assemble a single-level tank-based game that implemented artificial intelligence and some techniques of advanced animation.

​

However, my main duty was coming up with a small, suitable environment for the player to roam and battle in, so I came up with the setting of a neo-future Venice, where classical met futuristic in a semi-aquatic setting, since the tanks we came up with were based on boats.

​

Software used:

3DS Max, Photoshop, Unity, Visual Studio

NC Game Development - Advanced Animation - "Battle for Neon Venice"

January 2016 - April 2016

​

Artist(s): Paul Pietsch, Ryan Ravelle, Lexie Haveman
Programmers(s): Paul Pietsch, Matthew Mueller

​

The purpose of Rapid Game Dev was to be able to create a multi-level game with nothing but a simple platforming package, to practice both working in small groups on a game, as well as working in a "Time Crunch".

​

All background assets, platforms, obstacles, as well as other models were done by me, as I tried to be very modular with this game. The art for this game was more focused on simplicity and brightness, while still keeping things interesting. 

​

I also assisted with the environment-affecting codes, making things more interactive with the player.

​

Software used:

3DS Max, Photoshop, Unity, Visual Studio

NC Game Development - Rapid Game Development - "Chrono Shift"

NC Game Development - Environment Design - "Escape From Mount Eruhx"

September 2015 - December 2015

​

Artist(s): Paul Pietsch

Programmer(s): Paul Pietsch

​

The final project for my Environment Design class. For this project, we were given 16 weeks (excluding time for other classes) to design, model, texture, and assemble a single 3D level. For this, I decided to create a level called "Escape From Mount Eruhx", where the player wakes up in a resort based in a volcano, which is beginning to erupt.

 

The environment is supposed to be a modern-day layout with the buildings closely resembling the style of low-class Roman houses. Some modern day things like generators and modern fixtures are scattered about so to appear as though the volcanic town was repurposed as a resort.

​

Software used:

3DS Max, Photoshop, Unity, Visual Studio

bottom of page