Directed the environment and prop production for Remedy Entertainment’s Quantum Break at Dhruva Interactive. I was responsible for architecting the initial production pipeline, translating client whiteboxes and references into a high-performance asset workflow.
Specifically, I led the team in the end-to-end creation of the 'Time Machine' level's interior and exterior architecture. A core technical focus was the extensive use of Substance Designer and the implementation of cross-blend texture workflows to achieve the game's unique material fidelity and hero prop quality.
All the images are intellectual property of Remedy Entertainment.