Anthony  Clausen  
Environment   Artist
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    • Environments
    • Props / Weapons
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HYMN OF THE SANDS

Hymn Of The Sands - Trailer

OVERVIEW: 

Hymn of the Sands is an isometric action game/ dungeon crawler with light RPG and puzzle elements. As Egyptian god Osiris awoken from the dead, you battle your way through your tomb on a quest to regain immortality. You can regain your lost powers, upgrade abilities, and shift between the realms of the living and the dead. The game is being developed in UDK by Working As Intended Studios, a team of fourteen graduate students at the Guildhall at SMU.


Download and play it here.
Hymn of the Sands Hymn of the Sands
MY WORK:

I was the lead environment artist, focusing on making each of our boss environments as unique as possible as well as filling the rest of the level with assets for both realms. I created hundreds of assets all with either a mesh and texture replacement, or a texture swap for the other realm.

Working with the level designers I helped create a distinct feel and look for each area while servicing the needs of the gameplay. I also focused on making the multiple boss fights unique and memorable, and integrating the mechanics with the environement. Lighting was also a large responsibilty. I used lighting alongside changing assets to differentiate the two realms as well as the changes in gameplay.

With the limited team size and time, efficient creation and re-usability of assets was key. I created a quick process for replicating the visual style that the other artists could use. Listening to level designer needs and goals for an area I created assets with multiple uses, allowing level designers to be more flexible with placement and design.

mouse  over  for  realm  shift

Realm Shift
Some of the more unique sets I created for the various environments:

TORRENT


Torrent Trailer

OVERVIEW: 

Torrent is a FPS game developed in UDK by Singularity Studios for a graduate school project at The Guildhall at SMU. Two teams of players fight over data streams coming from three different control points. When one team depletes the opposing team's data packets to zero, that team wins.


MY WORK:

I was the environment artist, focusing on making our environment consistently match with the futuristic / virtual design. I created over one hundred assets, multiple advanced shaders, and helped in the construction of the level. Scalability and reuse of assets was important due to the very small team size and limited time.  I worked with level designers to define a visual language to distinguish areas of the level and their importance. I also worked in the editor directly to place assets, clarify visual design, and finalize lighting. I used lighting to quickly indicate player location and map flow. In the end each small zone still felt unique and easily distinguished from others, allowing players to immediately recognize their location and focus on the gameplay instead of being lost.
A few of my assets for the map:

environments
Props / Weapons

RÉsumé
About Me
Contact Me
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anthonyclausen3d@gmail.com

email
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in/anthonyclausen

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