During the making of Luna Abyss, I had the chance to work on a range of sculpted assets in the game. The Brutalist blocks that created most of the game's mega structures, as well as the modular rock kits & meshes that created the foundation for the more organic levels.
Everything here is created in Zbrush, from concept mesh through to final production sculpt, retopologised in Maya and baked down. Being in charge of both the asset creation and implementation workflow allowed me to really tweak and optimise the way we could use these meshes. It was a fantastic opportunity to be able to see assets like this not only implemented into the project, but build the foundation of many of the games iconic levels.