Nivilir House Prototype

Final Asset, huge collobration between Ivanna and i.

Final Asset, huge collobration between Ivanna and i.

Final in game shot as set dressed by Dannie Carlone

Final in game shot as set dressed by Dannie Carlone

This was the first official high poly i made for God of War Ragnarok. To set the quality bar for the rest of the house pieces

This was the first official high poly i made for God of War Ragnarok. To set the quality bar for the rest of the house pieces

Artsheet for the house before high poly. To show what the resolution of the houses would be in game. This model was as high as one full god of war level from GOW 2018. Pushing 200,000 triangles!

Artsheet for the house before high poly. To show what the resolution of the houses would be in game. This model was as high as one full god of war level from GOW 2018. Pushing 200,000 triangles!

Nivilir House Prototype

This was a special project for me, as it was to set the bench mark for what the quality of the assets for the whole city of Nivilir was going to be. Luke Berliner first described this house to me as a jewel box with complex curves. Almost like tipping a boat upside down. It was a very difficult thing to pull off, as we wanted the houses to feel as unique as possible. I personally wanted to push the amount of polygons and wanted to have each shingle visible specially because the gutter was going to be at Kratos shoulder height. Once the art sheet for the house was approved Ivanna and i took it to completion by splitting the load. She would finish the high polies and i would make sure things were optmized for in game. Later Dannie Carlone inherited this and added a further pass of optimization and was in charge of placing them in the level. As i moved to work on the dwarven mines. Special thanks to Nate Stephens for his support!