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Star Wars Jedi: Survivor | Lucrehulk | Asset Kits

This is a small sample of some of the assets and kits I built during the course of production on the Lucrehulk. Due to the sheer amount of content we needed to build for this level, the vast majority of these assets are built from start to finish over the course of 1-2 days max using face-weighted normals, tiling textures and blend masks. Where specified, some parts of a specific asset may have been repurposed from another artist's kit. Game development is an extremely collaborative process, as such there are also a number of assets (both models and textures) that get reused and kit bashed to fit each specific location. I'd like to give a huge thanks to our entire Jedi team as well as our external partners who are truly some of the most dedicated and talented individuals I've ever had the pleasure of working with.
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Lead Producer:

Paul Hatfield
https://www.artstation.com/phatfield
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Art Direction:

Chris Sutton
Nate Stephens
https://www.artstation.com/pombero
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Concept Art:

George Rushing
Luke Suzumoto
Russell Story
Gaelle Seguillon
https://www.artstation.com/grushing
https://www.artstation.com/lsuzumoto
https://www.artstation.com/russells033
https://www.artstation.com/gaelleseguillon

'Bacta Bay' asset was built using face-weighted normals, trim sheets and blend masks. Cable material was re-purposed from Dave Miragliotta.

'Bacta Bay' asset was built using face-weighted normals, trim sheets and blend masks. Cable material was re-purposed from Dave Miragliotta.

Alternate angle of the Bacta Bay asset.

Alternate angle of the Bacta Bay asset.

In-Game Usage Example

In-Game Usage Example

In-Game Usage Example

In-Game Usage Example

'Bacta Bed' asset was built using tilers, trims and POM mesh decals. Some small greeble elements were kit bashed from other levels and re-textured/polished.

'Bacta Bed' asset was built using tilers, trims and POM mesh decals. Some small greeble elements were kit bashed from other levels and re-textured/polished.

In-Game Usage Example

In-Game Usage Example

Parts of the level kit used to construct the interior core. Some pieces were also used in the intro staging area of the level.

Parts of the level kit used to construct the interior core. Some pieces were also used in the intro staging area of the level.

Alternate shot of the some of the kit pieces.

Alternate shot of the some of the kit pieces.

In-Game Usage Example

In-Game Usage Example

In-Game Usage Example

In-Game Usage Example

Small sample of some of the pieces built for the upper staging corridors. These were some of the first pieces of the kit to get pushed to final.

Small sample of some of the pieces built for the upper staging corridors. These were some of the first pieces of the kit to get pushed to final.

Alternate shot of some of the kit pieces for the upper staging corridor area. Decals were used on top to provide localized detail.

Alternate shot of some of the kit pieces for the upper staging corridor area. Decals were used on top to provide localized detail.

In-Game Usage Example

In-Game Usage Example

In-Game Usage Example

In-Game Usage Example

Modular lift shaft built using face-weighted normals, trims, tilers and blend masks.

Modular lift shaft built using face-weighted normals, trims, tilers and blend masks.

Alternate shot showing the lift floor.

Alternate shot showing the lift floor.

In-Game Usage Example

In-Game Usage Example