Upon joining Firewalk Studios I took over the production of Sand Wreck. The map was already underway, but had big challenges. It was ambition, early in a maturing pipeline, and involved some paradigm shifts happening in our approach to maps. This necessitated modified our plans on quickly and while in full production phase of the map. Fortunately, the pivots helped us refine and hone the look while opening bandwidth for more hero elements.
My role as the Level Artist, initially, was to help chart that path and organize what to pursue first. Eventually, my work moved into decaling, prop passes, refining the callouts, vista work, and early performance work. Like many projects, this early production maps would revisited map over the course of the games production. As our tooling, process, and budgets became more refined we were able to come back to Sand Wreck and apply those improvements. The team did an outstanding job in retaining the core look of the map though out the iterations.
Thank you all for the tireless work on Sand Wreck. Especially, with a new Level Artist joining the team partially though its production.