For the Malta DLC I was the key environment artist responsible for developing the San Albertus main campaign level, working closely with design at the outset to help define the key playable spaces, and refining the layout of the park and buildings to achieve our aesthetic goals. Islands created in World Machine. Background distant building props created in Maya/Substance.
Thanks to Pete Giles for art direction, Alex Mourant my lead, Dan Davies and Callum Holland for design and Bryan van der Linden for concept art support.