Exocross - ULTIMA

For the release of Exocross, a whole new map was added to the game. "ULTIMA" is the result of that. The design process started with capturing the essence of the Spanish countryside, which was the main source of inspiration. Through several phases of iterative production, the final look and feel was established, with supporting assets pushing the capabilities of the Orontes Engine.
I was responsible for materials, foliage, props, buildings and foreground vista assets. The terrain mesh and skybox were done by Thorsten Folkers. As a small team, more creative solutions were required to solve technical problems and performance targets. Houdini was, more than once, the key piece of software that helped accelerate production and integration assets.
Special thanks to Thorsten for the direction and assistance during this map, making it one of the best projects I have worked on.

https://www.artstation.com/tfolkers