Final Form - Battle Environments (3D TCG)
Environment/tech-art across five card-battle arenas where two four-card teams clash with spells and enchantments.
Responsibilities included:
- Procedural asset generation (Blender Geometry Nodes)
- Modeling/texturing and set dressing
- In-engine setup, and authoring 3D/UI shaders.
- Work with the Art Director and lighting artist team to optimize scene performance.
Additional Artists:
Lead Artist – Rachel Relyea
Lighting – Marc Toscano and Tony Alexander
VFX – Mateo Gil Rios
Concept Art – George Varodi
House of Mortals environment used for card battles in the video game Final Form. I was responsible for the foliage wind shader, as well as the modeling and texturing of the ancient stone altar.
Ice Moon environment used for card battles in Final Form. I was responsible for the planet in the background, the icicles hanging from the stone structures, and the giant ice spikes emerging from the floor at the center of the composition.
House of Celestials environment used for card battles in Final Form. I was responsible for the gold vines wrapping around the tower structures.
Showcase of the different properties in the wrapping vine Geometry Nodes system.
House of Beasts environment used for card battles in Final Form. I was responsible for the modeling, texturing, and animation of the flesh tentacles emerging from the floor, as well as the rocks hovering around the scene.
House of Machines environment used for card battles in Final Form. I was responsible for modeling and texturing the mechanical pillar structures throughout the scene.