Category: Environment Art

  • Chicken Nuggets Demo

    Chicken Nuggets Demo

    Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2023!An adorable farm yard adventure with classic roll a ball mechanics that harken back to games like Super Monkey Ball.

  • Lightsaber Suspended

    Lightsaber Suspended

    The saber in full detail. The saber glows in the face of advancing imperial forces. Luke’s saber hilt, screen accurate down to the oil and dirt on the handle. A peaceful town in the outer rim. The saber evaporates the ground water as it slices through the mud and muck. The courtyard is deserted before…

  • LIDAR Automotive 2020

    LIDAR Automotive 2020

    Cutlas Supreme Brougham ’87 Chevy 305 engine by MattMurch on Sketchfab Oldsmobile Engine VW Tires – Summer and Snow by MattMurch on Sketchfab VW Tires Tire Well by MattMurch on Sketchfab Wheel Well A collection of automotive parts I scanned on an iPhone 12 Pro Max in 2019-2020, these are all suitable for backgrounds in…

  • LIDAR Rocks Collection 2020

    LIDAR Rocks Collection 2020

    Yard Rock 07 by MattMurch on Sketchfab Yard Stone 08 by MattMurch on Sketchfab Yard Rock 04 by MattMurch on Sketchfab Yard Rock 03 by MattMurch on Sketchfab Yard Rock 01 by MattMurch on Sketchfab Yard Rock 05 by MattMurch on Sketchfab Yard Rock 05 by MattMurch on Sketchfab Yard Rock 06 by MattMurch on…

  • Chicken Nuggets: Pre-Alpha Trailer

    Chicken Nuggets: Pre-Alpha Trailer

    A Nugget Pushing an obstacle The Chicken Nuggets Farm A Nugget going through a physics gate Chicken Nuggets level completion Tutorial level in Chicken Nuggets A late game Chicken Nuggets level Environmental hazards are a big part of Chicken Nuggets gameplay Platforming in Chicken Nuggets Taking a leap of faith in Chicken Nuggets Cn early…

  • Chicken Nuggets: Pre-Alpha Levels

    Chicken Nuggets: Pre-Alpha Levels

    Chicken Nuggets uses may worlds and looks to tell a visual story. Some levels in Chicken Nuggets are full of environmental interactions and hazards. Some levels in Chicken Nuggets focus on technical challenges. Chicken Nuggets is Double M Digital Inc.’s fist published game coming to steam in 2022!An adorable farm yard adventure with classic roll…

  • Darth Vader: ROTJ Screen Accurate VRChat Avatar

    Darth Vader: ROTJ Screen Accurate VRChat Avatar

    Full breakdown of design (Combat animation at the end!!!) Screen AccurateAsymmetry & Detailing Hero Prop accurate Saber hilt Fully Rigged • PBR Textures • Game Ready • VR Chat • CompatibleVR Optimized A commissioned VRChat Avatar, the goal was simple: Create the most accurate and realistic Darth Vader model, then make it run in VR.…

  • The last refuge ~ Blender 3.0 Cycles X

    The last refuge ~ Blender 3.0 Cycles X

    The last refuge for the survivors, if they make it on time. Blenders amazing adaptive subdivision (tessellation) meant this screen was super simple to direct and manage while giving me full creative control through procedural texturing. A scene I modeled to put Cycles X through its passes! Imagined as an old cave tunnel that has…

  • Tantive IV: Modular Hallway

    Tantive IV: Modular Hallway

    The full Tantive IV Corridor form a new hope, screen accurate. The airlock and screen accurate wall layout. The hallway broken down into it’s component parts The full Modular Hallway Kit A screen accurate and VR ready Tantive 4 modular kit! I designed it to seamlessly work for all use cases from VR games to…

  • Alternate Realities Pwnisher Challenge

    Alternate Realities Pwnisher Challenge

    The full ‘cinematic cut’ of my Alternate Reality The hover dolly doing it’s thing, beatup, old, but still reliable Hover Dolly by MattMurch on Sketchfab The hover dolly was one of the biggest focuses in preparing for the competition. I wanted to creat a wholly original design that felt like an antique. Alternate Realities Challenge…

  • Modbox: Town Prop Hunt

    Modbox: Town Prop Hunt

    One of the levels I was tasked with designing from scratch, the town is a fun prop hunt challenge with multiple unique zones and a bright aesthetic.

  • Modbox: Pistol Duel Arena

    Modbox: Pistol Duel Arena

    The duel demands satisfaction No apologies, just action No seconds, no face to face In this sport, it’s always the time, and this is always the place Lots of pistols, and the town probably has a doctor on site Duel while the sun is in the sky (for a better audience experience) These barrels are…

  • Modbox: Drone Defense

    Modbox: Drone Defense

    Defend the ruined mining outpost from waves of drone attackers. This level has fantastic hiding holes, sniper positions, and enough unique paths to keep you on your toes. Plus a ruined space-industrial aesthetic with ship crashes, lunar pipelines, and vegetation labs. This is another level based on initial designs by Lee Vermeulen. I kept the…

  • Modbox: Mountains

    Modbox: Mountains

    Fortifications dot the landscape providing elevated cover The asymmetrical map uses elevation and path layout to keep gameplay balanced and extremely fun. There are several paths, each designed with unique advantages and defences. The mix of foliage and ancient ruins creates a beautiful combat environment. Little narrative details bring the world to life.

  • Gunhead: Boss Trophy Case and Skulls

    Gunhead: Boss Trophy Case and Skulls

  • Gunhead: Airlock

    Gunhead: Airlock

  • Modbox: D-Day

    Modbox: D-Day

  • Modbox Western Canyon

    Modbox Western Canyon

    Stroll through an isolated canyon settlement, trapped and overcrowded by a nearby train track collapse you are free to inhabit the role of sheriff in this small backwater town.Designed with Modbox’s fantas

  • Modbox: Zombie Forest

    Modbox: Zombie Forest

    Take a nerve-wracking journey through the trees, abandoned buildings, and ancient catacombs of the Zombie Forest!Developed and designed with Modbox’s amazing voxel tools and Synty assets. This is an immersive level with many paths to explore, zombies to kill, and some beautiful haunting nature!

  • SGC Gateroom Battlemap

    SGC Gateroom Battlemap

  • Lightsaber Suspended (WIP)

    Lightsaber Suspended (WIP)

    A study in environmental complexity: Steam form evaporation, melting from blade heat, fog rolling in, and vegetaion at all scales. The saber cuting through the ground. Not much can stop a light saber. The oppression of the Sith marches on, Who will save this town? The courtyard was fully detailed with vertext splatting used to…

  • Corner Gas DND Map

    Corner Gas DND Map

    How I build up my DND maps with 3D to get a cinematic look, and keep playability metrics.Roles: Design, Modelling, Texturing, Lighting, Post Processing

  • Medieval House Tiles

    Medieval House Tiles

  • Cavern Path tile set

    Cavern Path tile set

    A collection of dungeon tiles in 3 upique biomes

  • Costa Rican Sunrise

    Costa Rican Sunrise

    A wonderful, sunny, and warm place to wake up. Roles: Modeler, Texture Artist, Lighting, Shader Artist, RP/Engine Wrangler A beautiful morning in a Costa Rican flat. Largely based on the real world Villas Palmas in San Jose. I was inspired to model this on a rest day during a week long vacation in 2018. Re-rendered…

  • BC-304 (WIP) 2021 Update

    BC-304 (WIP) 2021 Update

    The bridge of the BC-304 Realtime battle cinematic in Unity Rendered lighting test Multiple views of the BC-304 HMS Hadfield 3/4 view Greeble and details on the model Greeble close up Rear silhouette Roles: Modeling, Lighting, Texturing, Look Dev, Research The goal is to match, end eventually exceed the level of detail shown on the…

  • Stargate Day 2019 sneak peek

    Stargate Day 2019 sneak peek

    The recent upgrades to Unity and Blender really made this project possible. From blenders improved performance for high poly modeling and sculpitng, to Unity’s HDRP, Timeline, Shadergraph and VFX graph. Using Unity’s High Definition render Pipeline has made it possible to achieve amazing lighting and atmosphere really quickly and consistently. My Stargate model has been…

  • Terrorarium: Cinematic Props

    Terrorarium: Cinematic Props

    The syringe used to ‘evolve’ parts of the narrative. The collection of custom made props used in the Terrorarium cutscenes. For each prop there where specific interactions and perspectives I designed for. My main metric was the Moogu size, since they where always sneaking or begin placed into these props. Each prop was drawn out,…

  • Terrorarium: Gardener’s ship bridge

    Terrorarium: Gardener’s ship bridge

    The bridge of the Gardener’s ship. A warm, welcoming space where most of the Terrorarium story is told. The direction for the ship bridge was like a kind old grandmother’s home, but set in a UFO. Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the…

  • Terrorarium: Cinematic Terrorariums

    Terrorarium: Cinematic Terrorariums

    The 2nd place terrorarium. An impressive garden with variety and strong organized elements, but also very unfocused, with each area being similar in opulence, and completely self isolated. The 1st place terrorarum. I focused on a more open, and more focused design. Strong vertical elements and a very central focus with easy visibility form any…

  • Terrorarium: Moogu Cave

    Terrorarium: Moogu Cave

    The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries. The cave when the player is first introduced. Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty. Roles: Environment…

  • Terrorarium: Pre-Rendered Cinematics

    Terrorarium: Pre-Rendered Cinematics

    Roles: Cinematographer, Director, Editor, Environment Artist, Texture Artist, Animator, Look Developer, Concept Artist I was brought on by Stitch Media to create all of the Terrorarium pre-rendered cinematics. That meant working from the original narrative scripts and building everything from scratch. I created storyboards, modeled the required environments, created new shaders, textures, animations, and choreographed…

  • Terrorarium: Pre-Rendered Cinematics Workflow

    Terrorarium: Pre-Rendered Cinematics Workflow

  • Spirits: Flashback Arcade

    Spirits: Flashback Arcade

    Flashback Arcade is designed as a world of its own, with easy access for the boss it drives combat while delivering a lot of unique atmosphere. The lighting of an almost all black room can be a hurdle. I needed to add a lot of lights, and that gave me a great opportunity to add…

  • Spirits: Back Halls

    Spirits: Back Halls

    The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine. The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time. Between TechnoShed and Lancelot Music is this store room. It holds…

  • Spirits: Mill Lake Mall

    Spirits: Mill Lake Mall

    To help the player keep their bearings I gave the mall several key guiding landmarks. The greenery and shadow guides the player away from the areas they shouldn’t be, our vibrant lighting elements keeps the focus on each store and the main gameplay areas. The introductory areas introduce the visual elements of the game and…

  • Spirits: TechnoShed

    Spirits: TechnoShed

    TehcnoShed’s sign is based on a retro futuristic angular design style often used for mall electronics shops. Inside of TechnoShed we optimized the environment for gameplay. It’s a place where the player can hide and shoot unhindered until they got their bearings, or run out of TV’s. TechnoShed has a very wide and shallow layout…

  • Spirits: Lancelot Music

    Spirits: Lancelot Music

    We called on several classical record and asset stores to influence the style of our Lancelot Music. The record store provides a medium level of complexity: A few object types, lots of maneuvering room, and a bright and vibrant room to welcome the player. Roles: Environment Artist, Modeler, Texture Artist, Lighting, Technical Artist Lancelot Music…

  • Spirits: Burger Royal

    Spirits: Burger Royal

    Burger royal is a throwback to classic 80’s Burger King Inside our retro furniture is on full display, as well as popular 80s carpeting and wall decoration. Part of designing Burger Royal was connecting it to the back room. By laying out the throwable assets we guided the player into the safety of our back…

  • Docking Sim: High Realism Mundane Space Simulator

    Docking Sim: High Realism Mundane Space Simulator

    Workflow allows for gorgeous graphics with Unity’s deferred lighting engine. High fidelity “Face Weighted” models run perfectly in realtime or low end commuters. Using the ‘Face Weighted Normals’ workflow to increase visual fidelity without effecting the rendering overhead, Tri-Planar tiled materials allow for unbelievable close-up texture resolution. Roles: Game Designer, Modeler, Programmer, Shader Artist, Animator…

  • AAP-003 – Vissualization

    AAP-003 – Vissualization

    Roles: Environment Artist, Modeler, Animator, Choreographer, Cinematographer Created in unity for realtime, in engine rendering. The goal was to embrace the new cinematic tools that Unity has developed and build an amazing game environment.I generated/modelled and animated each ship, modelled the all environment assets (expert the rocks). All characters where created by me in FUSE.

  • Tri-Planar Terrain Splat Shader

    Tri-Planar Terrain Splat Shader

    Seemlesly blend up to 4 materials across any mesh. 4 unique materials based on the substance Unity 5 exporter. Run through try-planer blending before being mixed using vertex colours. Tri-Planar mapping eliminates texture stretching on cliffs or overhangs for a more realistic environment. All without any UV maps. Roles: Shader Artist Using triplanar projection for…

  • Chicken Coup

    Chicken Coup

    ChickenCoup Gameplay A low poly game built with a team of 4 over 2 weeks. We had two artists, I handled all concept art, the level design, racoon/enemy models and animation, and all environment art. We submitted Chicken Coup to HumbleBrag (hosted by Humble Bundle) in Toronto where it reportedly did very well with viewers!

  • SwapBox V1

    SwapBox V1

    SwapBox’s environment mixes organic and mechanical to create an atmosphere of unease and mystery. Swap Buttons by MattMurch on Sketchfab Buttons are your interface to the mechanical control of SwapBox’s environment. SwapGun by MattMurch on Sketchfab The SwapGun is your key to the world of SwapBox. I chose it’s mix of materials to reflect the…

  • Terraformers: Space Command

    Terraformers: Space Command

    For each model, I would sculpt a high poly in Blender, then bake and paint in Substance Painter.We wanted a vibrant living world for the player to battle on. Spicea Flos Mortem (Mobile Freindly) by MattMurch on Sketchfab Spicea Flos Mortem (High Poly Bake) by MattMurch on Sketchfab For each model, I would sculpt a…

  • Terraformers: Space Command – Release Trailer

    Terraformers: Space Command – Release Trailer

    A spider mech takes on the slime The tri-station passes by the Terraformers logo The tri-station watches over the battleground. Aliens on the move. The tri-station passes by the Terraformers logo. Aliens attack the resource extractor. The tri-station passes by the Terraformers logo. A sniper mech and hover mech stand guard. Roles: Cinematographer, Technical Artist,…

  • Petra Monastery Investigative Camp

    Petra Monastery Investigative Camp

    The ‘front yard’ of the runis. Petra Bench (Ubisoft NXT 2017) The approach to the ruins. Trash Bin (Ubisoft NXT 2017) Russian Laptop. Soviet portable desk Roles: Environment Artist, Modeler, Texture Artist The temple is based on several structures in Petra, Jordan, where a cold war soviet submarine appeared over-night. This monastery is basecamp for…

  • Terraformers Planetary Environment Art

    Terraformers Planetary Environment Art

    When I cam on board my tasks grew form 3D Artist/Animator to Technical Artist as I ran them through the basics of PBR, introduced Substance Painter and setup easily replicateable systems and workflows for 3D content creation.

  • The Cave

    The Cave

    Deep in the woods, a deep, mysterious cave waits for adventurous explorers.

  • Upper Canada Mansion

    Upper Canada Mansion

    Recreation of the Crysler Hall mansion at the Upper Canada Pioneer Village.