I had the privilege to help Kyle Dey by creating a lot of props for the Gloaming levels while he focused on the level construction and working with modularity. The Gloaming is comprised of three different levels and they're the biggest levels in the game so between the two of us we had to work optimally. I assisted with set dressing this level with flowers that the team created and tried to mix up the different areas by breaking up the space. We utilized working side by side by using references within Maya and strong communication. The pipeline he established really helped keep up current between 3 levels and 3 different main Maya files.
I did get the opportunity to bring the mushroom circle to life, both small circle and big. I was required to keep a very open space in the middle but could go wild with the outer parts and the design. I decided to work with modularity when it came to the mushroom circle - I didn't want to be repetitive so I was able to make the stems and caps separate and stitch them together as I saw fit to create a diverse amount of colors and forms that would really pop when Tara (the player) is shrunk down into the circle.
The entire environment team really stepped up to the task with the foliage and our concept artist Iona really knocked her ideas out of the park for us to bring to life. Brandon made stellar VFX so that the Gloaming could really shine. And shout out to Riley for animating every plant so it could sway with the wind, and helping me animate the web barrier to have wind affect the webbing.
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Had the pleasure of working closely with these artists!
Ben O'Reilly
Kyle Dey
Riley Hanlin
https://www.artstation.com/rilgs
Iona Vorster
https://www.artstation.com/ionavorster
Brandon Garman
https://www.artstation.com/skweejji
Check out the game here!
https://wyldeflowersgame.com/