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GREYVAIL - Immortals of Aveum

Greyvail Plaza is the central hub of Lucium, located at the very heart of the region. Functioning as the kingdom’s primary trade center and the gateway to the Palathon. Greyvail serves as a key narrative anchor, where players frequently return to upgrade equipment, receive story updates, and prepare for upcoming missions. The plaza is also a literal and figurative hub with spokes extending outward to major regions of the game world—including Crownsgate, Havensheer, and Lordsfell. The player will find people from all over Lucium selling their resources and wares.
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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.

Within the walls of Greyvail, there are dozens of shops run by artisans and craftsmen, making it the central hub for commerce and trade in Lucium.

Within the walls of Greyvail, there are dozens of shops run by artisans and craftsmen, making it the central hub for commerce and trade in Lucium.

Final screenshot of one of the spokes located in Greyvail Plaza, showcasing a farmer’s market-style design.

Final screenshot of one of the spokes located in Greyvail Plaza, showcasing a farmer’s market-style design.

Final screenshot of one of the spokes located in Greyvail Plaza, showcasing a farmer’s market-style design.

Final screenshot of one of the spokes located in Greyvail Plaza, showcasing a farmer’s market-style design.

The hub-and-spoke layout of Greyvail Plaza reinforces its role as the central connection point between all major towns in the region.

The hub-and-spoke layout of Greyvail Plaza reinforces its role as the central connection point between all major towns in the region.

There are numerous locations off the main path that contain loot and small narrative vignettes.

There are numerous locations off the main path that contain loot and small narrative vignettes.

Entering the Greyvail Gates leads players to a small landing bay, inspired by similar designs seen in Star Wars films.

Entering the Greyvail Gates leads players to a small landing bay, inspired by similar designs seen in Star Wars films.

This screenshot of the day-one blockout shows how the space remained largely consistent throughout production, with changes focused on added detail and lighting.

This screenshot of the day-one blockout shows how the space remained largely consistent throughout production, with changes focused on added detail and lighting.

Final screenshot showcasing the hallway between Greyvail Plaza and the Landing Bay.

Final screenshot showcasing the hallway between Greyvail Plaza and the Landing Bay.

Final screenshot of the Greyvail Plaza walls, viewed from Crownsgate, across Lucium Lake, which serves as a natural moat protecting the structure.

Final screenshot of the Greyvail Plaza walls, viewed from Crownsgate, across Lucium Lake, which serves as a natural moat protecting the structure.

Early screenshot showcasing the blockout version of the bridges used to cross Lucium Lake.

Early screenshot showcasing the blockout version of the bridges used to cross Lucium Lake.

Final screenshot showcasing the entrance to Crownsgate as seen from Greyvail Plaza.

Final screenshot showcasing the entrance to Crownsgate as seen from Greyvail Plaza.

Blockout image showing my work on shaping the cliff archway that frames the player’s entrance to Crownsgate during the early stages of Crownsgate's production.

Blockout image showing my work on shaping the cliff archway that frames the player’s entrance to Crownsgate during the early stages of Crownsgate's production.

Another view of the Crownsgate terrain entrance, taken from the final build of the game.

Another view of the Crownsgate terrain entrance, taken from the final build of the game.

The view of Greyvail Plaza when approaching from Lordsfell.

The view of Greyvail Plaza when approaching from Lordsfell.

Originally, the path from Lordsfell to Greyvail included a refugee camp for those displaced by the conflict. This was later changed to depict citizens evacuating from inside the Lordsfell Mining Town or through Greyvail.

Originally, the path from Lordsfell to Greyvail included a refugee camp for those displaced by the conflict. This was later changed to depict citizens evacuating from inside the Lordsfell Mining Town or through Greyvail.

The refugee camp was replaced with the Lucium Lake Docks, which now contain various puzzles and exploration opportunities.

The refugee camp was replaced with the Lucium Lake Docks, which now contain various puzzles and exploration opportunities.

Continuing along the docks, players encounter an old battleground, along with a puzzle and a combat encounter.

Continuing along the docks, players encounter an old battleground, along with a puzzle and a combat encounter.

Completing the puzzle allows players to cross to the other side of the cave and climb up to higher ground.

Completing the puzzle allows players to cross to the other side of the cave and climb up to higher ground.

Reaching the higher ground reveals shrines, an additional puzzle, and narrative-focused set dressing.

Reaching the higher ground reveals shrines, an additional puzzle, and narrative-focused set dressing.

Careful consideration was given to ensure that environmental art didn’t allow players to access parts of the puzzle prematurely—gating progression until new abilities are unlocked through the story, following a Metroidvania-style level design approach.

Careful consideration was given to ensure that environmental art didn’t allow players to access parts of the puzzle prematurely—gating progression until new abilities are unlocked through the story, following a Metroidvania-style level design approach.

Screenshot showcasing one of the shrines that players can access later in the game, though its location is shown during their first visit to Lucium.

Screenshot showcasing one of the shrines that players can access later in the game, though its location is shown during their first visit to Lucium.