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RAD Art Dump

RAD is a post-POST apocalyptic 80's style roguelike Lee Petty game that I worked on for about a year at Double Fine Productions, released in 2019. I worked with the other talented Environment Artists Nick Maksim and Ebbe Loenborg on the project. The dithered punchy comic book art style was challenging and a blast to work with. Most of the props are based on excellent 2D and 3D concept art by Lee Petty and Derek Brand. Environment lighting was done by Lee Petty. RAD logo designed by Cory Schmitz.

As RAD's worlds are randomly generated each time the player loaded into them, creating assets modularly were very important. The Environment Artists were also tasked with setting up assets within their own "randomizer" blueprint that was unique to each asset, which would load in a unique configuration upon each playthrough. I learned a lot about how to create this blueprint randomization during production, and it was an excellent experience with a wonderful and talented team of around 15 people.

Typical workflow for these assets were to create a high poly sculpt in ZBrush, decimate the sculpt to create the low poly mesh, generate UV maps, bake the maps and create the textures in Substance Painter/Designer, and integrate the assets into the game engine.

World Two merchant hub entrance. I created the entrance, canvas props, and broken building walls, and set-dressed the environment.

World Two merchant hub entrance. I created the entrance, canvas props, and broken building walls, and set-dressed the environment.

Secondary World Two merchant hub entrance. I created most of the assets except for the characters, vines, far bg elements, and bridge. I also set-dressed the scene.

Secondary World Two merchant hub entrance. I created most of the assets except for the characters, vines, far bg elements, and bridge. I also set-dressed the scene.

Mender ruins. I created the pyramid structure, ground platform, and crystal units. I also set-dressed the scene.

Mender ruins. I created the pyramid structure, ground platform, and crystal units. I also set-dressed the scene.

Example 2k texture maps (mender pyramid). Base color, normal, ROM packed map, emissive.

Example 2k texture maps (mender pyramid). Base color, normal, ROM packed map, emissive.

These bunkers were created with mostly pre-existing assets, and were a really fun exercise in environmental storytelling!

These bunkers were created with mostly pre-existing assets, and were a really fun exercise in environmental storytelling!

I created the hand model, loot chest, and set-dressed

I created the hand model, loot chest, and set-dressed

World Three rock formations.  I set up a "randomizer" blueprint for these as well.

World Three rock formations. I set up a "randomizer" blueprint for these as well.

Randomized rock examples

Randomized rock examples

Randomized wall examples

Randomized wall examples

The individual modular shanty clusters. I set up a "randomizer" blueprint for each cluster to add variation.

The individual modular shanty clusters. I set up a "randomizer" blueprint for each cluster to add variation.

Some of the modular pieces deconstructed.

Some of the modular pieces deconstructed.

World Three cliff rocks

World Three cliff rocks

ZBrush sculpts

ZBrush sculpts

Wireframes (shown in Maya)

Wireframes (shown in Maya)