As the Lead Level Artist for Exoborne at Sharkmob, I've led the world-building team for the visual execution of a realistic open-world extraction shooter. My primary focus was pushing visual fidelity while ensuring world readability and player-navigation goals were met through strategic composition and lighting, all while keeping the world performant enough for our current gen goals. We leveraged workflows like modularity, colour tinting, PCG, HLOD and Prefab to maximise visual impact and storytelling. We've worked closely with Tech Art to implement a well-structured pipeline that achieved high performance without compromising the game’s gritty, hyper-realistic identity.
Worked alongside these wonderful people to bring this world to the players:
Niklas Hansson - Level Art Lead - https://www.artstation.com/niklashansson
Benjamin Sjöberg - Senior Level Artist - https://www.artstation.com/bensjoberg
Agnes Hagstrom - Level Artist - https://www.artstation.com/agneshagstrom
Mia Strom - Level Artist
Matteo Nobis Sandén - Senior Level Artist
Sergey Salnikov - Senior Level Artist - https://www.artstation.com/azimuthx
Desislava Tanova - Senior Level Artist - https://www.artstation.com/desislavatanova
Martin Vallin - Level Artist -https://www.artstation.com/martinvallin
Ian Pearce - Senior Level Artist
All images are the intellectual property of Sharkmob AB for their unreleased upcoming title Exoborne. Content is displayed for professional portfolio purposes in accordance with project-specific guidelines and NDAs.