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COURSE

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TABLE OF CONTENTS

INTRODUCTION

As a Terrain Environment Artist, you will be working with the Environment team to deliver the landscape and elements related to it. These elements can include rivers, rocks, pebbles, cliffs and so on. Depending on the studio you may also be required to make materials, roads, rivers and do other things that may also include more procedural approaches.

LESSON OVERVIEW

EXERCISES

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ADDITIONAL RESOURCES

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SPECIALISATION OVERVIEW

As a Terrain Environment Artist, you will be working with the Environment team to deliver the landscape and elements related to it. These elements can include rivers, rocks, pebbles, cliffs and so on. Depending on the studio you may also be required to make materials, roads, rivers and do other things that may also include more procedural approaches.

COMMON RESPONSIBILITIES

Work closely with Leads, Directors, and multi-disciplinary stakeholders to create visually stunning environments that meet gameplay needs. Ability to manage tasks, meet deadlines, proactively address work-related issues, and a passion for learning and evolving as a professional.

Strong understanding of the use of real-world reference.

Experience creating organic materials using a PBR workflow in Substance Designer

Knowledge of procedural/photogrammetry techniques and programs.

Comfortable with terrain generation and sculpting software, using either sculpted assets or other means of generating landscapes through heightmaps or procedural techniques.

Experience with creating and composing assets and environments in 3D environments..

DAILY ROUTINE

Your daily routine you will be spending most of your time inside of the game engine, manipulating terrain features to bring to life a logical and realistic looking world. This world is the backbone of any game that will require it. The first pass will often times consist of using heightmaps.

From this point you will most further iterations within the game engine, often times being the studios own specific one. But the tools are comparable to Unreal Engine.

When not doing any technical work you will spend your time working together with your leads, seniors and art directors to work towards a common art direction and vision. These meetings will often times be shared with other terrain artists and environment artists to make sure everyone is aligned.

WHO YOU COLLABORATE WITH

Your closest collaborations will be with environment artists, leads and art directors to ensure that you are working towards the same game vision and the technical limitations set by the technical artists.

On games where the terrain has an impact on the gameplay (see forza horizon, farcry, etc..) you will be aligning the needs of the terrain with the needs of the designs of locations or gameplay spaces. This means working really closely with Level Designers that are building those spaces.

INSIGHTS FROM THE ARTISTS

PLACEHOLDER

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