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Down Current

For my final project in my master’s degree, I worked in a group to produce a moody narrative-driven experience under mentorships from The Chinese Room over eleven weeks. For this project I mostly worked on environment art production in collaboration with Elena Severson, a lot of my time on the project was dedicated to landscape and lighting although I also worked on props, shaders and the volumetric fog.

Thanks to everyone on the team for the huge amount of work you put into bringing the project to life and to The Chinese Room for their guidance.

You can try the game out at: https://ap17.itch.io/downcurrent

Credits:

Production - John Venters
Level & Gameplay Design - Neve O'Neill
Narrative & Sound Design - Jak Knowles
Character Art - Emily Blane
Environment Art - Elena Severson
Technical Art & Visual Effects - Innes White
Programming / Engineering - Linxiao "Damien" He & Mingyang "Morgan" Wang
Audio Consultants & Contractors - Avery Mullen, Robbie Peden, and Jan Huss

The "Hall of Maecos"  was a key location in the games environmental story telling, I was responsible for creating the exterior.

The "Hall of Maecos" was a key location in the games environmental story telling, I was responsible for creating the exterior.

Overlooking the valley in which much of the game takes place.

Overlooking the valley in which much of the game takes place.

These Trellises were used a climbing frame by the designers to allow vertical traversal.

These Trellises were used a climbing frame by the designers to allow vertical traversal.

A collection of miscellaneous prop assets used as set dressing at various points.

A collection of miscellaneous prop assets used as set dressing at various points.

Based on Pictish Stones, these guiding stones scattered throughout the environment eluded to the ancient civilization.

Based on Pictish Stones, these guiding stones scattered throughout the environment eluded to the ancient civilization.

I was responsible for taking the path laid out by the designers and sculpting the terrain into a more complex and interesting form.

I was responsible for taking the path laid out by the designers and sculpting the terrain into a more complex and interesting form.

Playthrough of the final gold build.