God of War: Muspelheim

Lead: John Palamarchuk

My responsibilities: world building+set dressing, asset creation (including Zbrush sculpting props as well as tileables), material creation, lighting, post processing+color grading, performance optimization (LODs, trigger volumes, bug fixing)

Teammate: Corbett Sachter (world building, asset creation, material work, trigger volumes, bug fixing)

Additional Valkyrie artists: Mitchell Stankowicz, Matthew Tinari, Jeremy Lanum (modeling/sculpting props)

SMS artists: Stephane Gaudette, Luciano DiFede (and apologies for the many I've likely missed; this being a massive collaborative effort, there are those I never got a chance to interact with)

FX: Jim Watson

Additional lighting artists: Reza Fakharieh, Mario Wiechec

Level design: Marc Nguyen

Collision: Oscar Ponce

Important note: individual assets and materials were made by a number of people between SMS and our team at Valkyrie Entertainment.

Caldera bridge was provided to us. I made new mat swaps for Muspelheim's version of the bridge. Reza Fakharieh did the first lighting pass, I took over to do more iterations plus doing the color grading. I also did the set-dressing and perf work.

Caldera bridge was provided to us. I made new mat swaps for Muspelheim's version of the bridge. Reza Fakharieh did the first lighting pass, I took over to do more iterations plus doing the color grading. I also did the set-dressing and perf work.

Responsible for the construction/world building, set-dressing, terrain painting, perf, and lighting in this shot. To be clear, individual assets and materials were made by a number of people between SMS and our team; I did not make all of the assets.

Responsible for the construction/world building, set-dressing, terrain painting, perf, and lighting in this shot. To be clear, individual assets and materials were made by a number of people between SMS and our team; I did not make all of the assets.

Corbett Sachter and I did the world building and set dressing in this spot together. He did the first pass, and then I iterated on it more and took it to finish. Lighting was done by both Reza Fakharieh and myself.

Corbett Sachter and I did the world building and set dressing in this spot together. He did the first pass, and then I iterated on it more and took it to finish. Lighting was done by both Reza Fakharieh and myself.

I modeled out the big arena gate, sculpted in Zbrush, UV/bake, material work and animated it so that it drops down. Finally, I added them in-game and set-dressed around them to appropriately fit in with the environment.

I modeled out the big arena gate, sculpted in Zbrush, UV/bake, material work and animated it so that it drops down. Finally, I added them in-game and set-dressed around them to appropriately fit in with the environment.

I modeled out the gate, sculpted in Zbrush, UV/bake, made the layered materials and finally placed them in-game.

I modeled out the gate, sculpted in Zbrush, UV/bake, made the layered materials and finally placed them in-game.

Corbett is primarily responsible for this shot. I'm responsible for the lighting here, and I made some minor construction changes to work with climbing metrics and did polish work (geo clean-up, fixing dirt skirts, adding climbing markers)

Corbett is primarily responsible for this shot. I'm responsible for the lighting here, and I made some minor construction changes to work with climbing metrics and did polish work (geo clean-up, fixing dirt skirts, adding climbing markers)

I was responsible for start to finish construction and lighting in these two shots. While still respecting the designer's layout, I work to create dynamic compositions, shapes, and use lighting to guide the player.

I was responsible for start to finish construction and lighting in these two shots. While still respecting the designer's layout, I work to create dynamic compositions, shapes, and use lighting to guide the player.

Created the mountain vista by taking existing mountain assets, and arranging them to add parallax as you are climbing higher and higher up. Clouds were provided and I layered them to add levels of depth. Also did some of the setdressing in the foreground.

Created the mountain vista by taking existing mountain assets, and arranging them to add parallax as you are climbing higher and higher up. Clouds were provided and I layered them to add levels of depth. Also did some of the setdressing in the foreground.

Fx work by Jim Watson and the fx team. Lighting was done by me.

Fx work by Jim Watson and the fx team. Lighting was done by me.

Cave gate bars sculpting work

Cave gate bars sculpting work

Arena gates

Arena gates

Zbrush trim work

Zbrush trim work

Tileable sculpts

Tileable sculpts

Dripping lava sculpting work

Dripping lava sculpting work

Lava was simulated in Maya then taken into Zbrush to exaggerate the forms

Lava was simulated in Maya then taken into Zbrush to exaggerate the forms