Ambrosia Sky Props

I was responsible for the majority of the UE5 environment art for Ambrosia Sky throughout development, collaborating with a few other artists who contributed valuable work during key periods of the project. My responsibilities included kit and prop modeling and texturing, master material authoring, tileable textures, level art, lighting, reviewing of technicality and quality of contractor assets, and art performance optimization.

Soft Rains art team includes art direction from Adam Volker, concepts from Ysabel Li and Vash Taylor, and tech art/effects by Fiona Jeeva.

Our players clean fungus in an abandoned brutalist colony on the rings of Saturn while learning about the deceased who use to live there. Ambrosia Sky was a huge team effort for all of Soft Rains, Blackbird Interactive, Serenity Forge, and all contractors, who all helped create this beautiful game!

The majority of assets in the game were made with tiling textures and holding edges, due to time constraints. However, this project contains a bunch of the hand textures assets throughout the game.

The majority of assets in the game were made with tiling textures and holding edges, due to time constraints. However, this project contains a bunch of the hand textures assets throughout the game.

Modeled by me, but most of the texturing job on this kiosk asset was done by my AD Adam Volker to showcase the texture style for our game. I polished it up and used it as reference for other assets.

Modeled by me, but most of the texturing job on this kiosk asset was done by my AD Adam Volker to showcase the texture style for our game. I polished it up and used it as reference for other assets.

Stackable elevator. Can reach as high as the level designer wants it to go ↑↑↑. Designed by myself :)

Stackable elevator. Can reach as high as the level designer wants it to go ↑↑↑. Designed by myself :)