Exoborne

The oil rig landmark in Exoborne was one of the most striking and gameplay-rich points of interest in the world — a massive industrial structure washed ashore by a tsunami, surrounded by spilled oil and dramatic environmental storytelling. I was responsible for maintaining and polishing the buildings and structures, managing asset requests and backlog work while coordinating with outsourcing partners for my cell. I also collaborated closely with level design to develop areas from initial blockout all the way to final, game-ready quality, including comprehensive performance passes to ensure smooth gameplay in this demanding open-world extraction environment.

Here is some of my work  that I've done throughout my time at Sharkmob:

•  I was the Level Owner, coordinator, main implementer of the oil rig cell in the game.
•  Main stakeholder for the buildings in a small pod with 3D art to implement on several areas and locations in all three maps.
•  Conducted Level Art passes on areas and locations.
•  Editor stability, performance representative for the Environment Team.
•  Did the main pass on the home menu screen with art direction and lightning for the Beta public test.


The cells main team
Art Director

Lars Vincent


World Director

Francois Roughol

Level Designers
Robin Jansson

Diego J

Jonathan Engdahl

3D Artist
Tom Sandvik 

Anton lakolov


Vegetation Artist
Santiago Deus


Texture Artis
Joakim Månsson

Lightning 

Tilmann Milde

An additional thank to our partner at Ulysses Graphics.