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These images and videos, represent my work in game art over the past couple years. Here, you'll see images from my current mentorship project, alongside a selection of earlier work.

Mentorship Project (in progress)

Unreal 5 Render

For this project, I designed an environment to situate two concepts by Mads Chan: a shamanistic hut and a throne-like altar. I transitioned between them by way of a staircase, structuring props and elements within the concepts to bring the scene together. All the assets were built in Maya and assembled in Unreal. ZBrush was used for the skulls and rock sculpting, which were manually retopologized in Maya. The featured textures were built in Substance Designer. For speed, control, and versatility, the props were textured in multiple ways using different aspects of the Substance suite. The terrain makes use of Unreal’s capacity for layered landscape painting and world-aligned textures. Curvature masks were baked for larger elements such as the stairs and the rocks, so as to anchor the world-aligned textures to the assets and add needed detail. Transitions between landscape and asset were blended by way of vertex painting and decals. Particle effects were created with the assistance of my mentor Patrick Poage and through my own experimentation. Rather than rely on Unreal's wind physics, I built wind effects within my shaders to prevent mesh crashing.

Additional Maps

To give context to the scene, and define a sense of place, I designed additional maps of the surrounding area. Reference for the overall look and aesthetic was inspired by Kena: Bridge of Spirits, World of Warcraft, and Moana. Resent crossovers in stylization found within games and animation provided the base for the interpretation of these 2D concepts, by Chan, into 3D.

Reference Images

Weapon Smith

Unreal 5 Render

Andrew Porter has a distinct soft illustrative style, that I emulated by way of building textures in Designer, that are layered over with decals of varying opacity. Substance painter was only utilized for the signage and engravings. Slight hue shifts were obtained in specific areas by way of vertex painting. The smoke was created within Unreal’s Niagra system. For this project I had the privilege to work under Johnny Malcom.

Reference Image

Pol’s Kitchen

Unreal 5 Render

With this Project, I modeled all the assets and used a combination of different materials bashed together and modified in Substance Painter. Although I did not construct the materials from scratch, they where heavily manipulated to fit the overall aesthetic and maintain continuity. Concept “Pol’s Kitchen” design by Paulo Galamgan.

Stop Motion Style Book Prop

Pirate Ship

Maya V Ray Render

Rendering for this image was completed in VRay using PBR with specular channels. Freehand layered line work and color blocking was done within Substance Painter for the maps. The water line was achieved using parallax, by parenting the the water mesh position to the camera. Translucency for the water was completed in Photoshop.

Concept

Contact:

Please look around my site and feel free to check out more of my illustration and concept work on Art Station: https://www.artstation.com/nathanjonesstudio

“Tribal Culture” design by Mads Chan, “Weapon Smith” design by Andrew Porter, “Pol’s Kitchen” design by Paulo Galamgan, “Magic Book” design by Daria Bogdanova,”Pitate Ship” Property of Rainbow Animation.