Neon White Environment Art

I had so much fun working in Neon White's throwback-anime-arcade-FPS-speedrunner-broad strokes-environment art style XD
I was responsible for adding art to many grayboxed levels using existing art kits and developing a few new kits. I created all new environment shaders and materials, lots of iteration on atmosphere, lighting, color, post processing, skyboxes as well as some additional modeling, texturing and optimization.
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Features work by the following people:
Game Creators/Directors: Benjamin Esposito, Geneva Hodgson
Game Designers: Benjamin Esposito, Russell Honor
Sr. Level Designer: Carter Piccillo
Level Designers: Benjamin Esposito, Russell Honor, Justin Lu, Aims Zhang
Environment Art: Justin Lu, Carter Piccillo
Environment Concept Art: Jorge Luis González Antón
3D Character Art: Patrick Hillstead

Did lots of lookdev on the city environment, lighting/atmosphere, created materials, textures and some modeling.

Did lots of lookdev on the city environment, lighting/atmosphere, created materials, textures and some modeling.

Created additional art kit for the Temple levels. Lots of lookdev on lighting, atmosphere, materials, textures.

Created additional art kit for the Temple levels. Lots of lookdev on lighting, atmosphere, materials, textures.

Created shaders, materials and models for the Temple interior, lots of lighting and mood lookdev.

Created shaders, materials and models for the Temple interior, lots of lighting and mood lookdev.

Created additional art kit for the Temple levels. Lots of lookdev on lighting, atmosphere, materials, textures and building out level art.

Created additional art kit for the Temple levels. Lots of lookdev on lighting, atmosphere, materials, textures and building out level art.

Lots of iteration on the Apocalypse lighting, post processing, skybox, materials and building out level art.

Lots of iteration on the Apocalypse lighting, post processing, skybox, materials and building out level art.

Worked on mood, lighting and building out level art.

Worked on mood, lighting and building out level art.

Did some work on the lighting, post processing, materials and modeled the coliseum.

Did some work on the lighting, post processing, materials and modeled the coliseum.

Worked on the water and glass shaders, shattered glass models, lighting and sky. The hand of God was created by Patrick Hillstead.

Worked on the water and glass shaders, shattered glass models, lighting and sky. The hand of God was created by Patrick Hillstead.

Worked on mood, lighting and building out level art.

Worked on mood, lighting and building out level art.

Worked on mood, lighting and building out level art.

Worked on mood, lighting and building out level art.

Worked on mood, lighting and building out level art.

Worked on mood, lighting and building out level art.

Worked on making each character's side missions look and feel unique.

Worked on making each character's side missions look and feel unique.

A handful of the Shaders and materials I made using Amplify Shader Editor for Unity and Substance Designer.