Just a small amount of the areas I directed for SCP: Fragmented Minds (Chapter 2)
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For chapter 2, I would have Josh create detailed block outs based on rough block outs and sketches I’d send him. Once finalized, I’d work alongside our concept artists to iron out the look and design of these spaces. From here, I would direct our environment artists and prop modelers as they’d work towards bringing these spaces to life. In between, I’d work with Josh and our play testers to test out and finalize the overall flow and readability of these environments in case we needed to make more adjustments. From here, I’d work alongside our new set dress/ lighting artists to put in some finishing touches and then do further testing. Due to the complex design of chapter 2 and the addition of its new mechanics/ enemies, optimizing environments and bug fixing were almost daily tasks for our lead programmer and me. Thankfully, we managed to release something far more impressive and optimized than we could have hoped for.
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I've worked with so many artists on this project and can’t express enough just how amazing an experience it has been. This post is just highlighting a fraction of all the environments I directed/ worked on over the years on SCP: Fragmented Minds. I am in no way taking credit for every aspect of these environments or props. So while I directed almost every environment in the game and played a large role in their development and design, none of them could exist without the amazing work and dedication of our team.
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So many artists worked on these spaces over the years in one form or another, so I sadly can't name them all here. I'll note down the lead concept artist and the lead environment artist of the given area at the very least, but I highly recommend you check out our game on Steam and scroll through the credits just to appreciate all of the amazing people who played a role in the development of this project.