Final Form - Battle Environments (3D TCG)

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.

Stone Altar asset featured in the House of Mortals environment. The model was created using a custom Blender Geometry Nodes system I developed to generate stone blocks with varied patterns, then textured in Substance Painter. No hand sculpting involved.

Stone Altar asset featured in the House of Mortals environment. The model was created using a custom Blender Geometry Nodes system I developed to generate stone blocks with varied patterns, then textured in Substance Painter. No hand sculpting involved.

I created a Blender Geometry Nodes system to procedurally control the shape of the stone altar, including block size and form, weathering, crack patterns, random rotation offsets, edge damage, and more.

I created a Blender Geometry Nodes system to procedurally control the shape of the stone altar, including block size and form, weathering, crack patterns, random rotation offsets, edge damage, and more.

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.

Ice Spike assets featured in the Ice Moon environment. The models were created using two Blender Geometry Nodes systems: one for the ice and another for the layered stones.

Ice Spike assets featured in the Ice Moon environment. The models were created using two Blender Geometry Nodes systems: one for the ice and another for the layered stones.

Blender Geometry Nodes system used to apply Voronoi noise displacement to the Ice Spikes, creating the sharp edges required for these models. The Voronoi noise is scaled down along the Z+ axis to create a smooth transition toward the spike tips.

Blender Geometry Nodes system used to apply Voronoi noise displacement to the Ice Spikes, creating the sharp edges required for these models. The Voronoi noise is scaled down along the Z+ axis to create a smooth transition toward the spike tips.

The embedded rocks within the Ice Spikes were generated using a procedural Geometry Nodes system that converts a solid volume into a layered rock formation.

The embedded rocks within the Ice Spikes were generated using a procedural Geometry Nodes system that converts a solid volume into a layered rock formation.

House of Celestials environment used for card battles in Final Form. I was responsible for the gold vines wrapping around the tower structures.

Blender Geometry Nodes system used to add vines wrapping around the tower structures. The system is built on top of Leonardo Ambrosini’s Tree Generator, extending its capabilities to create twisting vegetation that wraps around objects.

Blender Geometry Nodes system used to add vines wrapping around the tower structures. The system is built on top of Leonardo Ambrosini’s Tree Generator, extending its capabilities to create twisting vegetation that wraps around objects.

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.

Flesh Tentacle assets featured in the House of Beasts environment. The models were created using a custom Blender Geometry Nodes system and textured in Substance Painter.

Flesh Tentacle assets featured in the House of Beasts environment. The models were created using a custom Blender Geometry Nodes system and textured in Substance Painter.

The Flesh Tentacles were created by laying out a basic shape in Blender and applying a Geometry Nodes system to add fleshy details such as veins, skin tears, pimples, stretch patterns, and more.

The Flesh Tentacles were created by laying out a basic shape in Blender and applying a Geometry Nodes system to add fleshy details such as veins, skin tears, pimples, stretch patterns, and more.

Rocks hovering in the air in the House of Beasts environment. The models were created using a custom Blender Geometry Nodes rock generator system I developed, with textures made in Substance Painter.

Rocks hovering in the air in the House of Beasts environment. The models were created using a custom Blender Geometry Nodes rock generator system I developed, with textures made in Substance Painter.

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.

Assets used to construct the pillars in the House of Machines environment. Modeled in Blender and textured in Substance Painter.

Assets used to construct the pillars in the House of Machines environment. Modeled in Blender and textured in Substance Painter.

Central pillar featured in the House of Machines environment.

Central pillar featured in the House of Machines environment.