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Ivan Jankovic

As a Senior Environmental Artist my responsibilities and tasks are:

• Overseeing the entire production on Single player and Multiplayer maps, starting from the initial R&D stage to the finish of the project.

• Closely collaborating with the design during initial stages of the project on: map themes, location, scale, game-play modes,
map layout, level of destruction, asset themes and other various issues.

• Responsible for finding reference images, texture samples, real-life locations, research foliage types and gather as much reference material as possible.

• Preparing Job-sheets for prop artists and for the outsourcing team. Providing them with the Phase 0 brick-out models
as well as a Texture call-out sheets for each asset.

• Prior to the design lock working on the areas that are not related to design and which are out of the game-play area. Painting the outskirts terrain, and working on the Terrain Overlay map. Using low poly mountain cards around the edges of the map.

• Working on Bulk Asset placement after the map is game-play locked (Theme Assets Placement).
Ensuring that all the big statics are in place, and that all the theme assets are represented in the map.
(Including building foundations, streets, road-splines, sidewalks, highways, overpasses etc.)

• Collaborating closely with design and making sure that all the cover requirements are met.

• Populating the map with the smaller props like street decals, graffiti, grunge and trash, as well as decorating the interior spaces.

• Placing Nudgeable and Destroyable assets around the levels. Making sure that each map has the right amount of assets that can be pushed or shot at
as well as the assets that are destroyable.

• Performing an overall level clean-up. Looking for assets that are floating, sinking or intersecting with other assets or with the terrain.
Eliminating all the errors and imperfections.

• During the Alpha stages of the development working on Level optimization and polish. Working closely with Props artist making sure that all the textures
are the correct size as well as making sure that all colors are balanced.
Ensuring that the performance and the frame rate are at the desirable rate.
Performing all the optimization tasks: Aggressive Culling task, Shadow task, Collision task and more selective assets placement.

• During the bug fixing stage working closely with Q&A on addressing all open issues. Constantly making sure that the lighting is OK
as well as the overall look and feel of the map.

Due to number of reasons throughout any production pipeline there are always bigger or smaller changes.
The necessary modifications are usually design and game-play driven.
During these modification stages I would verify and ensure that all the design requirements are satisfied.

 
Level Art Examples - Gameplay Area - Before The Art Pass
 
Level Art Examples - Gameplay Area - After The Art Pass
 
Level Art Examples - Outside Gameplay Area - Before The Art Pass
 
Level Art Examples - Outside Gameplay Area - After The Art Pass
 
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