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Split Fiction - Train Heist - Ending - Birthday Cake - Environments

Thanks to everyone at Hazelight for completing and releasing Split Fiction! I work as a Senior Environment Artist at Hazelight and was present throughout the entirety of the production of Split Fiction. It was a lot of collaboration across disciplines and everything on screen is a combined effort of other environment artists, character art and concept, tech art, designers, VFX, programmers and audio (and more developers in various roles!) Also work from our outsourcing partners and the QA teams helping out!

Apart from Rise of the Dragon Realm, I also worked on various part of the game like the initial parts of the ending, the Train Heist and Birthday Cake side story levels. For Train Heist I was the sole artist throughout the production but had a lot of help by cool sci fi assets from the rest of the environment artists from their levels.

For the ending, I worked on the Split Up and A Warm Greeting chapters and built the level to be playable from start to finish with a first functional art pass (design work from Hannes Gille and assistance from our technical director Lucas de Vries). After the first rounds of play testing were completed it was time to hand over the completion of the art of the Split Up chapter to Evelyn Petterson and Tim Bengtsson who took the level to it's final result. The A Warm Welcome chapter I continued to finalize to completion with collaboration from Tim and Evelyn who worked on surrounding areas since the chapters share the same persistent game world.

In the The Birthday Cake level I shared responsibility with Hugo Svedstam and we took turns working on it here and there throughout production, was a lot of fun and Hugo had a good eye for the level and made a lot of fun assets!

A final thing I'm proud to have helped out on was the Key Art process, where concept artist Debbie Tsoi created a great fundamental concept which me and Jessica Helgesson translated into a 3d scene, which (along the added main character models) worked as the basis for Johan Idesjö to do a full paintover into a final illustration that became the Key art and cover for the game.

Train Heist wingsuit flying showed up very early during production, there are segments of this part that existed from the first months of production and remained pretty intact to the end.

Train Heist wingsuit flying showed up very early during production, there are segments of this part that existed from the first months of production and remained pretty intact to the end.

Waterski! Ocean water and buoyancy tech from Tech Art Mattias Westphal and programmer Oliver Lebert.

Waterski! Ocean water and buoyancy tech from Tech Art Mattias Westphal and programmer Oliver Lebert.

The ocean divide section was also an early idea. It was brought to life by the VFX department who setup the cool water walls.

The ocean divide section was also an early idea. It was brought to life by the VFX department who setup the cool water walls.

Split Up chapter of ending - I built the first full art passes of the level (based on concept by Debbie Tsoi) and putting our tech setup into practice to build the double world. Evelyn Petterson and Tim Bengtsson took this chapter to completion after.

Split Up chapter of ending - I built the first full art passes of the level (based on concept by Debbie Tsoi) and putting our tech setup into practice to build the double world. Evelyn Petterson and Tim Bengtsson took this chapter to completion after.

This log/tunnel structure was an idea I had during blockout to make a big shape that would be recognizable as two versions in each player's world.

This log/tunnel structure was an idea I had during blockout to make a big shape that would be recognizable as two versions in each player's world.

A Warm Greeting chapter was the segment of the ending I took fully from start to finish, it was tricky to setup and finalize due to syncing two worlds!

A Warm Greeting chapter was the segment of the ending I took fully from start to finish, it was tricky to setup and finalize due to syncing two worlds!

Birthday Cake level was a fun break to work on together with Hugo Svedstam!

Birthday Cake level was a fun break to work on together with Hugo Svedstam!

Thanks to Hugo Svedstam for this screenshot.

Thanks to Hugo Svedstam for this screenshot.

I worked on the boss arena (and some early prototyping of the boss mesh)! Character artist Hvile Öhrnell made the teeth and dentist.

I worked on the boss arena (and some early prototyping of the boss mesh)! Character artist Hvile Öhrnell made the teeth and dentist.