Sand Base - Assassin's Creed : Shadows - Claws of Awaji

For the recipes of these biomes, I created different variations, focusing mainly on the flow and the variations in volume.

For the recipes of these biomes, I created different variations, focusing mainly on the flow and the variations in volume.

The fine sandy beaches were a key priority for the expansion. The main artistic intent was to convey a paradisiacal mood along the coastline, creating a strong contrast with the island’s inland areas, which were designed to feel darker and more oppressive

The fine sandy beaches were a key priority for the expansion. The main artistic intent was to convey a paradisiacal mood along the coastline, creating a strong contrast with the island’s inland areas, which were designed to feel darker and more oppressive

For the recipes of these biomes, I created different variations, focusing mainly on the flow and the variations in volume.

For the recipes of these biomes, I created different variations, focusing mainly on the flow and the variations in volume.

Sand Base - Assassin's Creed : Shadows - Claws of Awaji

Sand Base - Assassin's Creed : Shadows - Claws of Awaji

-----------
Responsibilities:

►Research
►Texture creation
►Integration
►Polish / Debug
Biome setup by Quentin Donnaint
https://www.artstation.com/quentindonnaint
-----------
Bordeaux Art Team :
►Art Director :
Salomé Strappazzon
►Art Leads :
Benjamin Chavigner
►Texture :
Camille Arnoux, Vadim Tougeron, Julien Delannoy
►Lighting :
Océane Leflon, Pierre Espaignet, Clement Lebrun, Lucie Lavergne, Suzanne Dang
►FX :
Gregory Piche, Anais Riff, Hugo Marouze, Steeven Coutant, Felix Chamerois, Alexia Moleon
►Level Art :
Frederic Braud, Clement Borja, Amancio De Almeida, Cristel Mrowka, Helene Oger, Nathanael Millet, Sottheavid Chhuon, Thomas Lartigue, Arthur Devy
► Object Bank:
Anthony Bonnet, Eulalie Prats, Sylvain Antoine