Robot Ruins had an ambitious art intent. It had multiple pallets, a host of narrative touch stones, and was ruins map; which tend to be challenging for many reasons.
As the Level Artist of the map I had a lot to juggle. Initially, the team started to distill ideas in an effort to control scope and final budget. This meant we had to iterate and exploration the narrative and concepts quickly. While bringing assets up to a level that imparted a good read of the spaces, but not so far we couldn't pivot as need. As we flushed out some of the main ideas I was massing out the environment with our modular kit. This spread that look quickly and help Art Direction make more informed decisions. As the map matured I moved into prop placement, decaling, and refining callouts. At the end of the map cycle I was pivoted to optimization and performance work.
While the ambition of the map gave us many challenges to overcome it turned into a great success. Thank you to all the team members that helped create this map.