THULE

Team:

Concept Art
  Paul Thureau
  Alexandre Charleux
Tech Art & VFX
  Artur Magomedov
Environment Art
  Antti Heikkinen
  Janne Viitala

  Tomi Lötjönen
Lighting
  Simo Kettunen

Concept ART

The biggest challenge for me in this project was getting the visual scale of the scene to feel correct to the viewer without relying on character models or utilizing first-person view. Without enough familiar visual landmarks to act as reference points, the space can appear smaller than it actually is, and the scale feels much less impressive than intended. Many typical landmarks, like doorways, lose their usefulness in a stylized architectural environment where proportions are exaggerated, so other ways of conveying “human scale” must be found.
My favorite part of the project was creating materials and shaders. I particularly enjoy working with materials because there are so many ways to approach even a single surface type that it rarely gets boring. Shaders feel like a natural extension of that work, as only so much can be achieved with texturing alone. Good textures can make individual objects look great, but the right shaders bring the entire scene together. This project allowed me to improve my workflow and organizational skills when creating shaders in Unreal Engine, as well as experiment with techniques I understood theoretically but had not yet applied in practice.

Antti Heikkinen
Senior Environment Artist
Paul Thureau
Concept Artist

We gathered this team because we all wanted to create an epic and ominous environment, and above all, do something that would scratch our shared itch for fantasy aesthetics! On this project, I mainly focused on blocking out the main 3D volumes and layouts for each area, as well as doing a preliminary pass at concept art. I also handled the concepting and creation of the statue assets.
The most fun (but challenging) part was making all of this feasible within a short time frame with a fairly small team, despite the environment’s large scale. This involved figuring out priorities, identifying which procedural tools would help streamline the process, and determining how to optimize our workload overall.

Technical art is a discipline where many factors play a huge role. Designing a tool for artists is a challenging task. Not only must the tool work properly and produce the expected results within a given timeframe, but it also has to be easy for artists to learn, quick in response, and enjoyable to use. I encountered this challenge during the “Forge – Volcano” project, and I think I succeeded. The tools worked and produced the desired, visually appealing results. We had three months to complete the entire project.

The most exciting tool I created was the “Lava Falls” tool. It was fun and challenging to design and develop. Another tool that was even more enjoyable to build was the Basalt Rocks Generator, which saved the Environment Art team a lot of time and effort. Another exciting aspect of the production flow was creating VFX. A volcano requires realistic-looking smoke, sparks, and heat haze!
I also thoroughly enjoyed working on video production. Unreal Engine’s mature video sequencer and cinematic camera made the process a pleasure.

Artur Magomedov
Senior Technical Artist

TECHnical ART

TOOL: Lava Surface Tool
Produces a lava surface with looped flow motion based on a flowmap.

TOOL: Basalt Rocks Generator 
Creates hexagonal-shaped basalt rock formations that fill the user’s shape and follow the user’s curve direction.

TOOL: Copy Architecture Elements Along Spline Tool
Copies architectural elements along a spline to form a spline-shaped corridor.

TOOL: Lava Falls Tool
Simulates a lava fall and produces an animated mesh with looped motion.