Risk of Rain 2: Alloyed Collective environment art

An overview of Iron Alluvium.

An overview of Iron Alluvium.

The broken machine inside the cave.

The broken machine inside the cave.

Another view of the same cave from the top entrance.

Another view of the same cave from the top entrance.

A cozy lookout point inside the boring machine.

A cozy lookout point inside the boring machine.

Big boring machine.

Big boring machine.

Father and son cacti watching the sun rise, a small tribute to my son.

Father and son cacti watching the sun rise, a small tribute to my son.

Risk of Rain 2: Alloyed Collective environment art

During my time with Ghostpunch Games and later Side.inc I was fortunate enough to work on levels for Risk of Rain 2. These are the two levels I've worked on for the Alloyed Collective DLC. I've had a blast working on this project, I'm thankful for working with a wonderful team of professionals who made me feel like part of a development team, not just a freelance.
The first level is Iron Alluvium. I've created most of the final 3d art for this level. I've created this level from concepts and a 3d blockout made by Sean Cruz, a fellow Blender user who made work that much easier for me by providing exceptional source materials. You can his work on Iron Alluvium here:
https://www.artstation.com/artwork/x313ZR
The plants were created by Frank Daponte and work on the big boring machine was shared between Robert Deleanu and myself. Robert did the first pass on the machine while I picked up the later passes and also created small pieces and variations.
My responsibilities included adding detail and optimizing the terrain, creating supporting prop and textures, creating small areas that feel special and making sure basic playablity. I was also did most of the technical setup in Unity: boundaries, collisions, lightning.

The second level, Conduit Canyon was another collaboration between myself and Robert Deleanu based again on the concept work of Sean Cruz:
https://www.artstation.com/artwork/bg9gVv
I've worked on the "train carts" and energy conduits and other technical out of bounds objects. Robert worked on the nature part of the level: the green cliff with the multitude of nature paths, alcoves and running water. One of the main ideas behind the level was to have a distinct contrast between nature and technology and I think splitting work between two artists with different sensibilities made the result that much better. Similar to Iron Alluvium I've also dealt with the technical side of implementing the level in Unity.
One part I particularly enjoyed was making a modular system for the the train carts and energy conduits. The train carts all shared a single texture atlas and the energy conduits were built in Blender with Geometry Nodes and driven by a single spline per element.

I've also worked on the upcoming Hallowed Concepts DLC, I can't wait to show you the levels I worked on as soon as it gets released!

You can find Robert's awesome work here:
https://www.artstation.com/ninthninja