Splitgate 2 - Skybox Environment Art
Skybox/Vista composition made for the map, "Fracture". Responsible for model/texture, shaders, HDRI compositing, layout, etc.

Skybox/Vista composition made for the map, "Fracture". Responsible for model/texture, shaders, HDRI compositing, layout, etc.

Vista actors outside gameplay space and skybox composition. Responsible for model/shader of vista-tube, glass, asteroids, HDRI, composition, etc.

Vista actors outside gameplay space and skybox composition. Responsible for model/shader of vista-tube, glass, asteroids, HDRI, composition, etc.

Direct video capture from Unreal, responsible for all aspects of skybox/vista, including dynamic elements. Model/texture, fire, lightning, terrain, other effects, etc. -- Credit to Guillaume Hecht who created some additional biome rock assets and shader

Skybox/Vista composition and dynamic elements made for the map, "Inferno".

Skybox/Vista composition and dynamic elements made for the map, "Inferno".

Skybox composition for the map, "Glacier". Responsible for all aspects and dynamic vista elements, such as aurora borealis and cloud shaders.

Skybox composition for the map, "Glacier". Responsible for all aspects and dynamic vista elements, such as aurora borealis and cloud shaders.

Responsible for vista composition, model/texture, terrain, shaders, HDRI, etc.

Responsible for vista composition, model/texture, terrain, shaders, HDRI, etc.

Skybox composition made for the map, "Sanctum". Responsible for modeling, texturing, shaders, HDRI compositing, layout etc.

Skybox composition made for the map, "Sanctum". Responsible for modeling, texturing, shaders, HDRI compositing, layout etc.

Responsible for Skybox composition/Vista layout, cloud-fog shaders, HDRI, terrain, god rays, etc.

Responsible for Skybox composition/Vista layout, cloud-fog shaders, HDRI, terrain, god rays, etc.

Skybox/Vista composition and dynamic elements made for the map, "Bypass". HDRI, model/texture, particles, terrain, etc.

Skybox/Vista composition and dynamic elements made for the map, "Bypass". HDRI, model/texture, particles, terrain, etc.

Skybox/Vista composition and dynamic elements made for the map, "Bypass". HDRI, model/texture, particles, terrain, etc.

Skybox/Vista composition and dynamic elements made for the map, "Bypass". HDRI, model/texture, particles, terrain, etc.

Skybox composition made for the map, "Ozone". Responsible for HDRI, dynamic cloud elements, vista model/texture

Skybox composition made for the map, "Ozone". Responsible for HDRI, dynamic cloud elements, vista model/texture

Skybox composition made for the map, "Ozone". Responsible for HDRI, dynamic cloud elements, vista model/texture -- credit to Austin Montgomery for additional modeling support

Skybox composition made for the map, "Ozone". Responsible for HDRI, dynamic cloud elements, vista model/texture -- credit to Austin Montgomery for additional modeling support

Skybox composition made for the map, "Frontier". Responsible for HDRI, terrain, vista model/texture

Skybox composition made for the map, "Frontier". Responsible for HDRI, terrain, vista model/texture

An example of the cloud atlas textures I put together for use in both arena and battle-royal game modes. Cloud VDB's were generated inside Houdini and rendered out using Karma.

An example of the cloud atlas textures I put together for use in both arena and battle-royal game modes. Cloud VDB's were generated inside Houdini and rendered out using Karma.

An example of the cloud atlas textures I put together for use in both arena and battle-royal game modes. Cloud VDB's were generated inside Houdini and rendered out using Karma.

An example of the cloud atlas textures I put together for use in both arena and battle-royal game modes. Cloud VDB's were generated inside Houdini and rendered out using Karma.

Example of a custom atlas texture I put together for the map, "Fracture". Painted in Photoshop

Example of a custom atlas texture I put together for the map, "Fracture". Painted in Photoshop

During this project, I loved using the varied toolsets offered by Houdini. Here's a quick example of procedural vegetation ribbons for vista assets -- Gaea was also my terrain generation software of choice.

Here is a collection of my Skybox compositions and environment work as a Senior Skybox Artist on Splitgate 2!

It's been a real privilege to contribute to this ambitious project as part of the globe-spanning art crew at 1047 Games. Collaborating alongside such a supportive group of talented folks has been a highlight of the journey, and I'm quite proud to share a glimpse of that work here.

Huge thanks and personal shoutout to the amazing lighting and environment art teams who've helped bring these maps to life -- Kevin Dalziel, Kaj de Jong, Simon Argentov, James Guard, Ian Vicknair, Bryan Koszoru, Tim Diaz, Guillaume Hecht and so many others.

https://www.artstation.com/vincenzospina
https://www.artstation.com/bryankoszoru
https://www.artstation.com/timdiaz
https://www.artstation.com/kevindalziel
https://www.artstation.com/kajdejong
https://www.artstation.com/ianvicknairs
https://www.artstation.com/chiken47
https://www.artstation.com/jamesguardstudios
https://www.artstation.com/vaille