Hi! I am Jackson Baldwin and I am a 3D Environment Artist. For Hexbreaker, I was in charge of the modeling, texturing and level design of the environment. I've come to really enjoy 3D art and was excited to have the chance to create an entire game environment singlehandedly. When I'm not creating games, I spend my free time singing, playing video games, and spending time at home with my many cats :)
Feel free to check out the rest of my work on my Artstation page!
My goals going into this project were to learn as much as a could, develop environments that could compliment my portfolio, and try as many new techniques as possible. I had never attempted any sort of environment of this scale, so it was exciting and terrifying when we started! From foliage, to skyboxes and dabbling in shaders, I never expected I would learn so much.
Environment Design
Since my main task for development was creating the 3D environments, I needed to decide what they were going to be to fit our spooky spectral theme. The group and I landed on three main areas and the overworld view.
The Marsh
The Ruins
The Cathedral
Overworld Map
Each one has its own creepy stylized vibe to it, but they were different enough to let me practice different types of environments!
Skyboxes and Tiling textures!
Skyboxes were an aspect of environments that I hadn't fully considered before starting Hexbreaker. As a 3D artist, I had very little experience with hand painting 2D art. However, I found a fun way to make them in Photoshop that required simple hand painted clouds and gradients for the background.
During this process I also had to discover new ways to cover large surfaces with textures that weren't obviously repeating. I utilized techniques in Zbrush as well as Substance Designer to accomplish this.
Training Scene
Based on feedback we received, we decided we needed a separate scene for practicing the Quick Time Events. To save time, I figured we would modify one of the other environments to accommodate this feedback. During a lighter weekend, I took it upon myself to design a whole new environment that would represent the world where our main character came from. This is where she would train to combat the spirits in the spirit world. I had a lot of fun developing something bright and green after working on dark, creepy scenes for weeks.