Havensheer is a small fishing town nestled between Greyvail and Nocea, serving as both a narrative waypoint and the player’s introduction to Leyline surfing. While initially positioned as a transitional stop on the journey to Nocea, Havensheer rewards players who choose to explore, offering rich environmental storytelling, engaging combat encounters, puzzle challenges, and valuable loot. Many of Havensheer’s defining features were adapted from the cut Harrows Zone, originally designed as a dense, overgrown swamp. Elements of that aesthetic—such as moss-covered structures, damp terrain, and encroaching vegetation—were repurposed to give Havensheer a unique identity that blends coastal charm with reclaimed wilderness, setting it apart from other regions in the world.
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GAME DESCRIPTION: Immortals of Aveum is a single-player, first-person magic shooter set in the original fantasy universe of Aveum. The story follows Jak, a battlemage who joins an elite order of magic-wielders known as the Immortals to prevent the world from falling into ruin. At the heart of Aveum lies the kingdom of Lucium, a central hub that players revisit throughout the main story and side quests. However, Lucium—and the world around it—is being consumed by The Wound, a massive chasm that swallows entire cities. Both a literal and symbolic force, The Wound represents the world’s unraveling, driven by the devastating effects of the Everwar and the growing instability of magic. As both a narrative and environmental threat, it underscores the urgency of Jak's mission and the high stakes of Aveum’s collapse.
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MY ROLE: As a Senior Environment Artist (Level Art) on Immortals of Aveum, I was responsible for managing the full production of the Lucium Hub, from initial design through to final shipping, under the guidance of Creative Director Bret Robbins and Associate Art Director Julia Litchblau. I collaborated closely with level designers to shape the hub’s layout—balancing composition, gameplay flow, and narrative beats—while leading a team of environment artists tasked with asset creation and set dressing across the region. My specific responsibilities included: Establishing and implementing the terrain and procedural generation systems, creating an artistic style guide for terrain and set dressing to ensure consistency and visual cohesion, composing and set dressing every major point of interest within the hub, and managing the hub’s production timeline, ensuring all work met performance, visual quality, and delivery targets. This role required cross-disciplinary coordination, strong visual storytelling, and a focus on optimizing both the player experience and development efficiency.