Final Form – Feature Environments (3D TCG)

Final Form – Feature Environments (3D TCG)
Environment/tech-art contribution across the Intro, Card Sacrifice, Deck Builder, and Evolution environments featured in Final Form.

Responsibilities included:
- Procedural asset generation (Blender Geometry Nodes).
- Technical art support for environment setup and optimization.
- 3D modeling and texturing of environment assets.
- In-engine implementation and asset integration.
- Collaboration with the Art Director and team to achieve visual consistency and performance across scenes.

Additional Artists:
Lead Artist – Rachel Relyea
Lighting – Marc Toscano and Tony Alexander
VFX – Mateo Gil Rios
Concept Art – George Varodi

Environment shown in the Card Sacrifice menu of Final Form, where players can sacrifice cards to gain resources. I was responsible for modeling, texturing, and placing the blood fountain, the base of the obelisk, and the surrounding rocks and spires.

Rock models used to create the stone formations surrounding the obelisk structure in the Card Sacrifice environment. The models were sculpted in ZBrush and textured in Substance Painter.

Rock models used to create the stone formations surrounding the obelisk structure in the Card Sacrifice environment. The models were sculpted in ZBrush and textured in Substance Painter.

Fountain filled with flowing blood in the Card Sacrifice environment. The model was created using Blender Geometry Nodes and textured in Substance Painter.

Fountain filled with flowing blood in the Card Sacrifice environment. The model was created using Blender Geometry Nodes and textured in Substance Painter.

Giant rock spires in the Card Sacrifice environment. The models were created using a combination of Blender Geometry Nodes and sculpting, then textured in Substance Painter.

Giant rock spires in the Card Sacrifice environment. The models were created using a combination of Blender Geometry Nodes and sculpting, then textured in Substance Painter.

Intro Scene environment from the video game Final Form, backdrop for the game title and main menu. I was responsible for the planet in the background and the assets used to create the jagged hills.

Rocks used to form the jagged hills environment shown in the Intro Scene. Sculpted in Blender and Textured in Substance Painter.

Rocks used to form the jagged hills environment shown in the Intro Scene. Sculpted in Blender and Textured in Substance Painter.

Evolution environment in Final Form, where card evolution takes place, here players sacrifice and empower cards. Responsible for the Spectral effect on the top card holder, as well as modeling, texturing, and animation of the Stone Clamps at the bottom.

Showcase of the “Spectral” post-processing effect I created for the Main Card Holder, illustrating how it absorbs the souls of sacrificed cards. Implemented using Unity’s Custom Post-Processing effects and Custom Render Passes.

Stone Clamp assets used to hold cards in the Evolution Scene. The model was sculpted in ZBrush and textured in Substance Painter.

Stone Clamp assets used to hold cards in the Evolution Scene. The model was sculpted in ZBrush and textured in Substance Painter.

I designed the “Gravity Pull Shader” and created the clamp animation, which plays when a clamp opens to hold a newly introduced card. The shader creates a pulling effect by scaling the object’s vertices toward a vector in World Space.

The full evolution sequence.

Environment used for the Deck Building menu in Final Form, where placed cards are summoned to battle. I was responsible for the modeling and texturing of the candles, cloth, ankhs, and clay plate.

Environment used for the Deck Building menu in Final Form, where placed cards are summoned to battle. I was responsible for the modeling and texturing of the candles, cloth, ankhs, and clay plate.

Assets used in the Deck Builder environment. The models were created using a combination of Blender Geometry Nodes and sculpting, then textured in Substance Painter.

Assets used in the Deck Builder environment. The models were created using a combination of Blender Geometry Nodes and sculpting, then textured in Substance Painter.