I worked as a Lead Environment Artist on the SYS$HORIZON map for THE FINALS. My main responsibilty was leading the maps team to delivering a fun and visually striking player experience. This included planning, blockouts, creating assets, textures, materials, optimazation and working close to all the other departments. SYS$HORIZON was a really fun but challanging map to build. Since THE FINALS takes place in an virtual world, the main idea of this map was that its been "hacked" when the map was loading in, creating this glitched, half loaded world with with voxel architecture, inspired by vapor wave and 80's nostaliga. Becuase of the minimalistic estetics, the map relies a lot on architectural shapes, lighting, material definition and composition in order to make it feel appealing. It can often be easier to make a space feel inviting when you can use a lot of props, assets, vegetation etc. So the big challange for this map was to still make it feel exciting without using a lot of assets. Also making destructible environments for games is really challenging, both from a tecnical and gameplay point of view. With that said I must say I'm really proud of what we managed to deliver, staying true to the core pillars and creative direction of THE FINALS.
Environment Art Lead: Joakim Stigsson
Environment Art: Lenz Monath
Environment Backdrop: Anders Schei
3D Assets: Ben Gibson
Level Design: Mart van der Struijk, Fannie Lorant
Tech Art: Adrian Björkerud
Lighting: Oscar Carlen, Fumio Katto
Concept Art: Joel Mörk
Art Director: Esbjörn Nord
Working on a maps THE FINALS is a team effort by all the talanted people at Embark Studios.
As an example to create motion in the level we used glitchy grid effects with ascii code on the ground