Quantum Break

Responsible for few props.

Responsible for few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for environment textures, and few props.

Responsible for few props.

Responsible for few props.

Responsible for entire level.

Responsible for entire level.

Responsible for canopied medical facility.

Responsible for canopied medical facility.

Responsible for entire level.

Responsible for entire level.

Responsible for entire level.

Responsible for entire level.

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.