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ENVIRONMENT ART
WORLD BUILDING

I am specialized in environment art, it's the domain where I have the strongest artistic inclination. I have been responsible for level art and game environment in many projects. My two greatest achievements are my work in WARNO at Eugen Systems and the retro-futuristic city of RUBBER my last School Project

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WARNO

As a World Builder at Eugen Systems, I mainly participate on the level art and 3d environment in large scale for huge maps that aim to look like google maps and feel real. I also learned to use their private game engine with all their environement and pipeline witch largely enhanced my adaptability

I also created urban dioramas with as mush random elements as possible to populate their huges maps

I've also done many QA's to fix visual problems and enhances the maps and also a lot of optimisation to reduce the size of the maps

As a World Builder I also learned to work with WorldMachine to sulpt the terrain of the maps , a software i use now in my personal projects 

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Desert

In this project I created a dessert landscape and his environment for the render of a 3d guitar from the holy mountain

for this project i was assosiated with Emma Cieutat

 

To see the final result

World Macine

Since I learned World Machine at Eugen systems I wanted to mount it to use in one of my personal projects

My methodology was working by iterations at first I created the basic shape that I blend and extend with another and then I added each detail (distortion, wind, waves etc.) until I'm satisfied with the result

here you can see each step of the creation 

Unreal Implementation

once in Unreal, I implemented my landscape and the desert assets to populate properly my location the difficulty with deserts is when you know the good amount of decoration and the good amount of open space (send) on screen

When I was satisfied with the environment, I adjusted the lighting and ambiance settings of my scene. There you have it—a simple desert environment to showcase a well-crafted 3D guitar.

FINAL RESULT

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RUBBER

Ride an old Taxi waken up in a futuristic city and fulfill your duty by taking clients for a ride ! Be careful some of them are quite wacky...

Rubber is an Arcade racing game in a little open world

The creation of the map was the main focus of the entire project, so the environmental art and level design evolved significantly since the beginning. The goal was to create a large futuristic city that could render as fast as the player drives. For that purpose, we designed various districts, each with its own color, ambiance intention, and specific props.

Firstly, I create a blockout based on the references available to visualize the composition in alignment with the game's navigation and lore. Following this, I construct the environment using modules. Once I achieve a satisfying base, I proceed to add props to enhance the narrative. I iterate through this process until reaching a polished final result.

The ads, holograms, props, and vehicles played significant roles in guiding the player through the level. The primary challenge was to achieve diversity using a limited number of modular building assets and props.

I also designed the beginning of the game. Initially intended for tutorial purposes, it eventually evolved to serve storytelling and rhythm, aiming to create impactful 'wow' effects at the game's outset.

RUBBER was my school project that I made with 6 other students during the last year at ETPA.

My Missions : World Builder / Environment Artist / 3D Artist /  Vehicule Artist and Programmer 

DIETEMNA

I created three rooms with three different intentions

Dietemna is an immersive horror game that takes you on a submarine expedition gone wrong. Explore the dark and claustrophobic corners of the submarine, search for help and answers to avoid falling into madness.

BEDROOM

The intended feeling was similar to that of the save points in The Evil Within. It aimed to create a chained and nostalgic atmosphere with a dark and unsettling undertone, even though it was the safest location in the game. The player would still feel a sense of danger.

MAIN ROOM

The main room is the most frequently visited location by the player during the game, so it needed to be well-equipped with props. The intended feeling for this space was to always maintain a heavy and oppressive atmosphere, with the player experiencing a great sense of solitude as they viewed the panorama of coral underwater.

BODY ROOM

For the body room, I created a small, simple space with control panels to maintain consistency with the non-euclidean aspect of the room's sudden appearance in the game. The player's sense of direction is disrupted, and they will face the climax of anxiety in a gruesome environment illuminated by red emergency lights.

LINEUP

I used these props to create this environment:

Creating an environment with a large number of assets can be very entertaining, but it can also lead to overwhelming clutter in a small space.

 

To break the repetitiveness of the decor, I added more props every day in the game. By the end of the game, the submarine felt more chaotic than the beginning.

POST MORTEM

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ARCHITECTURE

I collaborated with an architect in a professional capacity to create a convincing and realistic environment for a building permit application. 

PROJECT 1 - HOUSE FOR A PRIVATE CLIENT

For this project, I worked closely with the architect to understand his vision and needs for his client dream home.

 

I created the project with unreal and I applied realistic textures and lighting to a given 3D model and create an immersive experience. The final product included a virtual tour of the house, showcasing the different rooms, views, and design features. The client was satisfied with the result and used it to guide the construction of their new home.

I was given a 3D model of a house and tasked with creating an environment around it. In addition to the model, I was provided with plans, photos of the real location, and information on the position of the sun at different times of the day.

Using this information, I created a realistic and coherent environment that complemented the design of the house.

 

The final product included an interactive tour of the property, highlighting the features of the house and the surrounding environment.

 

The result was well-received by the client and helped to showcase the property in a compelling way.

PROJECT 2 - REMOVAL OF A BALCONY FOR A TOWNHOUSE

For this project, I was tasked with creating a realistic 3D model of a townhouse that had undergone a renovation to remove a balcony. I used photographs and measurements of the property to create an accurate representation of the building, and then removed the balcony from the design. I also created a 3D model of the surrounding area to provide context and ensure that the changes to the building were visually coherent. The final product included a series of high-quality renders showcasing the updated design of the townhouse. These renders were used by the client to communicate the changes to their property to the relevant authorities and stakeholders.

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