
"Stream Crossing"
Stream Crossing was particularly challenging to refine because it was designated as the reference point for what the rest of the game’s environments would look like, and it was the first environment I fully designed without any solid knowledge about design principles for video game environments. I did my best to incorporate feedback from the Creative Director and other members of the art team, frequently sending progress updates to make sure I was executing what the team had in mind when they imagined the forest the game was set in. I also used references the art team and I collected early in production to get a feel for where to place specific items, and to get a sense of what colors and lighting would fit best. I am proud of how immersive and ambient Stream Crossing ended up being compared to its original sketch, and the development process taught me how to direct the pipeline for the rest of At Winter's End's environments.
Process



