
ROMAN POROZOV | CG ARTIST


I planning the future location. This stage involves the development of level design and the player’s movement on it. Surrounded by several landmarks and interesting areas. the background plan will also be worked out and is a landmark of the area. Many entities should resemble the world of the God Of War. Location is implied in the world of this game. having sketched several options, I choose the second scheme

According to the plan and scheme, I created a draft blocking. Decided on the size and distance of the location. Used a Blender for this task. I also made some sketches, to go deeper into the atmosphere






I decided to divide the production into several iterations. I started with the main landscape. Tuned the surface and erosion and generated it in the World Machine. Prepared a set of masks to apply materials.

Bake all mask and maps



Final Height
Base color
Additional completion of geometry (filtres / sculpt / clean surface) finalization masks (for game engine)

Adding basic terrain materials (ground, snow, stones, mud) / with parametric capabilities


Material height blend and mask hardness

Modular rocks and small simple stones to support stone material

Preliminary tests, creating shaders, placement of modular objects

Preliminary work on the environment art, use of existing assets / setup and use of terrane tessellation in a shader





Material height blend for static mesh

Terrain material / RockSnow material





