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SENTINEL - The Arboretum Hub (Level Art/Design)

The Arboretum’s Mead Hall serves as a player hub, offering a social space where players can customize missions, armor, weapons, vehicles, and the hub itself. It takes place in a Viking-themed space station orbiting around the debris of a destroyed Earth. For this space, my primary role was to take Rachel Clark’s initial blockout and bring the environment to shippable quality, including modeling, texturing, lighting/shading, and visual effects. I was also responsible for scripting the customization stations and developing interactive activities that players can engage with alongside friends before launching into a mission.
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GAME DESCRIPTION: Sentinel is a sci-fi PvE first-person extraction shooter that emphasizes straightforward movement, sandbox interaction, and tightly crafted level design—eschewing ability-based combat and cover shooting in favor of raw, responsive gameplay. Set in a post-apocalyptic future, you play as a Varangian—a Nordic-inspired, augmented space mercenary—offering your strength to the remnants of humanity… for a price. Scavenge like a Survivor. Build like a Space Marine. Fight like a Viking.
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MY ROLE: As Creative Lead, I was responsible for providing both artistic and creative direction while overseeing the overall production process. In addition to managerial duties, my core in-engine focus was level development—balancing both level design and level art duties and leading others where appropriate. I also contributed across disciplines as needed, including 3D modeling, gameplay and event scripting, combat encounter design, texture and shader development, and animation.
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CREDITS: Alberto Panico, Alex Wright, Antonio Gil, Daedra Christopher, Danny Jundi, Davis Zekthi, Elia Sheikh-Bahaie, Eric Lipshutz, Erik Flood, Grif Wu, Jaden Nance, Jake White, Joshua Thornhill, Justice McClellan, Kaleb Nekumanesh, Kat Peterson, Matthew Griffith, Matthew Hodge, Matthew Stone, Mike Tilden, Mitchell Broom, Nick Price, Rachel Clark, Steven Atha, Tyler Harper, Victoria Pennington.

ART - In engine gameplay screenshot of the arboretum using the updated art style (compared to the MVP) from the player's perspective. The goal was to make gameplay look like a stylized matte painting.

ART - In engine gameplay screenshot of the arboretum using the updated art style (compared to the MVP) from the player's perspective. The goal was to make gameplay look like a stylized matte painting.

ART - The goal of the Arboretum was to strike a balance between scale and usability—creating a space compact enough to avoid navigation frustration, yet spacious enough to support meaningful interaction and social activities with up to three other players

ART - The goal of the Arboretum was to strike a balance between scale and usability—creating a space compact enough to avoid navigation frustration, yet spacious enough to support meaningful interaction and social activities with up to three other players

DESIGN - Blockout created by Rachel Clark. The space was later expanded significantly to accommodate multiple players and ensure a comfortable environment for social interaction and customization.

DESIGN - Blockout created by Rachel Clark. The space was later expanded significantly to accommodate multiple players and ensure a comfortable environment for social interaction and customization.

ART – The Nexus serves as the Mission Composer, allowing players to customize their upcoming missions. Its location within a diamond hallway with distinct green screens, setting it apart visually from the rest of the Hub.

ART – The Nexus serves as the Mission Composer, allowing players to customize their upcoming missions. Its location within a diamond hallway with distinct green screens, setting it apart visually from the rest of the Hub.

DESIGN - Original blockout of the above screenshot created by Rachel Clark.

DESIGN - Original blockout of the above screenshot created by Rachel Clark.

ART - In engine gameplay screenshot of the arboretum using the updated art style from the player's perspective.

ART - In engine gameplay screenshot of the arboretum using the updated art style from the player's perspective.

GAMEPLAY - Showcasing the Arboretum Hub in motion. The low frame rate is due to this video being a GIF converted to video.

CONCEPT - Original look and feel concept art by Matthew Griffith.

CONCEPT - Original look and feel concept art by Matthew Griffith.

WIP TRAILER - Was never completed.