I worked on the lava asset creation, look-dev, environment art, and set dressing for Cauldron THETA. The robot-production of this Cauldron got halted by the seismic activity in the LA area. However, the lava-filled ruins of this facility are still haunted by a solitary Bilegut that survived the cataclysmic event. The size of this area was initially quite modest, due to the short production-cycle of the Burning Shores. However, the level was pushed way past its original scope by a small group of people that felt really passionate about the quality of Cauldrons in the Horizon games. I’m incredibly proud to have been part of that effort. I also want to shout out Thomas Belotti, who did an amazing job designing this Cauldron under very strict constraints, and Hus Zekayi, who really put in the extra effort to make this environment a lighting masterpiece. Although I made some of my own lava meshes for this level, I always used Jelle van Scherpenzeels amazing cooled lava assets as a base for my work.
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Team: Features
Level Design: Thomas Belotti
Lighting: Hus Zekayi
Lava Asset Creation: Jelle van Scherpenzeel
Shader Support: Elco Vossers, Tom Jacobs
Leads: Steven de Vries
Art Direction: Misja Baas, Scotty Brown
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https://www.artstation.com/hzekayi
https://www.artstation.com/tomjacobs101
https://www.artstation.com/steven_de_vries
https://www.artstation.com/scottyartist
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