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HALO INFINITE - Scarr

This marks my final contribution to the Halo franchise, and quite possibly the artwork I am most proud of from it all? Hopefully our fans enjoy it as well when it launches this summer!

Responsibilities:
I was the palette owner for all Banished surfacing aspects, including all Banished texture authoring, Banished material creation and tuning, material blending and mask painting. It was my responsibility to establish the final look of how materials were applied, blended and sat within an environment. I would then be responsible to train others how to implement the process as consistently as possible. This would often also involve UV re-work, material ID edits and modeling re-work to land the best results.

Credits: Surfacing Lead: Rogelio Olguin/Kurt Kusper
Additional mask painting: Kim Kirchstein
Modeling leads: John Flath and James Munroe
Banished Modelers: Zach Suchlicki, Layla King, Andres Nelson, Jay Miller, Julian Yip, Derek Carter, Ned Gasorntip, Thomas Gariti and Ryan Peterson
Biome and Decorators: Steve Oberman, Nate Castronovo
MP Lead: Josh Rife
If I have absent-mindedly forgotten anyone, please do reach out and I will make the correction! :)

We required a new unique floor pattern for this map, that was to be used broadly across large surfaces.

We required a new unique floor pattern for this map, that was to be used broadly across large surfaces.

A new rockfall barrier material was required for this map, akin to the mesh fencing one may see when driving through a mountain pass.

A new rockfall barrier material was required for this map, akin to the mesh fencing one may see when driving through a mountain pass.

As this was a Banished variant, I decided to make it look heavier, utilizing medieval chain mail as inspiration.

As this was a Banished variant, I decided to make it look heavier, utilizing medieval chain mail as inspiration.