Clay Nation
Association: Clay Mates
Project: Clay Nation Environment Design
Time: August 2022 – February 2023
Clay Nation was one of the most exciting projects I’ve had the pleasure of working with. The modestly sized team of talented creatives all worked together towards a large goal of creating a stylized entertainment focused metaverse. These conditions offered a wide range of design tasks (from asset creation to Unreal Engine development), conditions I believe I thrive in. In addition to this, the stylized clay theme of the project led to some stimulating design constraints, making each task interesting and unique.
In my time there, I focused on environmental art and design for the three regions of their metaverse. These culminated into 6 study environments, two for each region, as well as a handful of other smaller but significant tasks relating to the digital environments.
One of my favorite aspects of the project was how it strives to create everything from scratch. Base textures, concept art, UE Blueprints, all the assets, everything is created in-house, something not often seen with teams this size. While it led to a fair bit of work, it also made it all that much more exhilarating, especially since that mindset is something I truly believe in.
With these images below, everything within them (except for one flower and the figures) all was created by me in my time there. A majority of the designs were taken from concept art created by another artist on the team, translating them into 3D and assembling them into sample environments was where I came in.
There were several other tasks that contributed to these environments that I’m very proud of, most importantly the asset creation and an extensive procedural SBSAR master material I built, used for uniquely texturing all elements in the landscape design process. I have more information on these later in this post as well as separate portfolio submissions dedicated to them.
Asset Creation
All of the assets in these scenes (except for one flower and the figures) were modeled and textures by me during my time with clays. A majority of them were modeled after 2D designs created by other members of the team, a handful are original designs.
Following the stylized clay theme, most were sculpted, but several were created using procedural techniques. I include more information and examples in the dedicated post below.
Texture Design
Similar to the 3D assets, all the materials used in these scenes were created by me as well. Almost all of them came from a single master procedural SBSAR material I was able to build for the project.
That one SBSAR had a long list of parameters and presets built into it, allowing us to create an extensive amount of variations, all through the single file. With it we were able to texture everything from assets to environmental materials. This dramatically decreased the time it took in the texturing process as we could quickly make changes on the fly, easily merging and adjusting the certain effects/elements to create the desired look for a particular task, a perfect tool for a small team.
This master material is one of the tools I’m most proud of, I include more information and examples in the portfolio post below.