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Celeste Gamble

Asgard's Wrath/ Unreal 4/ Maya



Asgard's Wrath, 2019

Asgard's Wrath is a fantasy RPG built from the ground up for VR. 

"Everything about Asgard’s Wrath drips with personality, courtesy of some of the most detailed and diverse graphics and art direction I’ve ever seen in a made-for-VR game. Each zone is made up of several major landmark locations, and every one of them has clearly been created with an extreme attention to detail." IGN, 2019 - rated 9.4
​
Buy Asgard's Wrath on the Oculus Store.

The Valley of the Giants

Picture
Welcome to the fairy wilds of Jotunheim... an untamed land of unknown riches, inhabited by Giants. All of Jotunheim is Giant-sized, and the player, by comparison, is like an insect. Here, Thor has established outposts patrolled by thunderous minions. Architecture is heavily influenced by art nouveau / art deco. The foliage, color and lighting, take a nod from Maxfield Parrish. 
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What I did:
  • Visual design / direction for Jotunheim (architecture, organics, etc), with some assistance from concept artist and team leads
  • Additional concept art (for puzzle architecture)
  • Scene Composition
  • Lighting and Atmosphere
  • Set dressing 
  • Modeled: base modular architecture (from concept/ my design)
  • Sculpted/Modeled: trees, rocks, dry leaves, mushrooms, snails, pine cone, acorns (from photo ref/ my design)
  • Directed textures and materials 
  • Story input/feedback 
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Everything else: Thanks to the Sanzaru Team! Please refer to credits image above.

The Bone Pit

Picture
As the hero explores the wilds of Jotunheim, they discover the remnants of ancient Giant battles, through which Thor has carved a path of glimmering magic outposts and puzzles. Contrasts in size and scale is a pivotal concern - a basis for visual storytelling.     
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What I did:
  • Initial visual design (environment) for Jotunheim, with assistance from concept artist
  • Final scene composition and clean-up (depending on the area)
  • Lighting and Atmosphere
  • Set dressing 
  • Sculpted/Modeled: trees, rocks, dry leaves, mushrooms, snails, pine cone, acorns (from photo ref/ my design)
  • Provided feedback for key hero assets, such as the giant sword
  • Verified and corrected textures and materials 
  • Tweaks to visual design of puzzle architecture
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Everything else: Thanks and due credit to the Sanzaru Team! 
Please refer to credits image above.

The Giant's Table Arena

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The Giant's Table Arena takes place in a dark, hidden room. Here, Giants have gathered to relax, eat, and play games of chance. While dice have their charms, and jewels their glitter, nothing is more amusing than watching the "little" folk fight, like beetles battling across the planks. Since everything in Jotunheim is Giant-sized, the player, human-sized, is very much an insect by comparison. 
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What I did:
  • Directed visual design (environment)
  • Scene Composition
  • Lighting, color and atmosphere 
  • Set dressing 
  • Sculpted/Modeled: giant jug and chalice-bowl (from concept) 
  • Sculpted/Modeled: pinecone, acorns, nuts, oyster shells, grains (from photo ref)
  • Sculpted/Modeled: giant-sized necklace and small jar (my design)
  • Oversaw prop artists for additional assets
  • Verified textures and materials 
  • Feedback on visual design of the Giants
--------------------------
Everything else: Thanks and due credit to the Sanzaru Team! 
Please refer to credits image above.

God of Mischief Arena

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*Spoilers* At long last, you must confront the final boss in the world of illusion.  The arena is surrounded by mysterious shards of illusion, into which you can glimpse visions of past adventures. The look and feel of this area is like deep space, or being underwater. 
--------------------------
What I did:
  • Scene composition
  • Lighting, color and atmosphere 
  • Set dressing 
  • FX transition from previous level (later expanded upon by FX team)
  • Overall style consistency/ quality control 
--------------------------
Special thanks to:
Kalyan Balasubramanian (insights/advice)
Gi Kim (initial arena layout) 
Tyler Fluharty (rock creation)
Kevin Evans (rock textures)
Joya Patz (FX)
JF Lepine (Shaders)

And countless others! 
(This list may have future updates...)

Animal Tombs

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Tossed from a shipwreck, the Shieldmaiden recovers on the beach, explores the cliffs, and discovers the ancient tombs of her people. These tombs are filled with simple puzzles that allow the player to learn the ropes of gameplay in Asgard's Wrath. The tombs are a small, but important section of the Beach level, which was featured in the demo showcased at GDC and E3. 
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What I did:
  • Architecture/rock composition and clean-up
  • Geometry fixes 
  • Textures and material corrections 
  • Lighting and atmosphere 
  • Set dressing 
--------------------------
Additional Credit to:
Kalyan Balasubramanian (guidance/vision)
Daniel Romero (fellow dungeon builder)
Emilio D'errico (original room structures)
Jeanne Lin (important initial contributions)
--------------------------
And countless others on the environment, props, texture, fx teams, etc... 
(This list may have future updates)

Fort Wind Turbine Mechanism

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As the shieldmaiden makes her way through the Viking Fort, she encounters important puzzle structures, one of which is this massive wind turbine mechanism. I modeled this structure. 
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Special thanks to:
Joel Boucquemont (concept artist)
Jason Lin (texture artist)
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  • Home
  • 3D Game Art
    • Asgard's Wrath (Unreal 4)
    • Marvel Powers United VR (Unreal 4)
    • Obduction (Unreal 4)
    • 3D Game Assets
    • Zbrush Studies
    • Paradise (Unity 3.5)
    • Shattered Might (Unity 5)
  • Digital Painting
  • Game Jams
  • Blogs
    • ArtStation Blog
    • Game Design Study Resource
  • Resume
  • Contact