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Screenshot 2025-04-14 190040.png

Monaco 2

Software Used

Blender 3D, Substance Painter, Photoshop,In House Engine

Year

2022 - 2025

Employer

Pocketwatch Games

In Game Screen Shots

Procedural Levels

Monaco 2 is based on procedural generated environments. Before I joined the team my Art Director and systems manager worked on a Voxel set up for skinning our levels. Part of my process in creating these spaces was designing and creating environment kits that would be skinned to the rooms. Within our propriety engine I worked in dressing individual rooms based on a voxel volume grid space. 
Our spaces are actually pretty large considering a 1x1 voxel is 3x3 feet and our rooms were generally set to be 6 high! Within each room editor I would work with our Level Designer to work with how he wants the rooms to populate within the levels. After completing a set of rooms for a level, I would look into which environment kits to be used and hook them up via text files. Ass soon as the kits are established, that is where we finalize with lighting and color palettes which were systems established internally. 

I was the Environment Artist for the Monaco 2 team. I worked with our Level Designer and my Art Director in the process of creating the world of Monaco 2. I helped manage asset requests and worked on creating key elements along with creating environment kits to build the procedural levels.We used a proprietary engine to create and light the levels.

My main responsibilities were level dressing and asset creation. Our team in total was only 8 so I also worked on creating environments for cinematics and worked on 2D concept work.

Environment Assets

I worked on some of the environment props and assets through out the game. The process involved working with the level designer and designing his requests for the level. I worked with one other artist with these assets and we divided according to time restraints since I was still dressing the environments. 

Mission Polaroids

At the end of the game development, I created these polaroid's that were to be used in our level selection screen. I used Blender to build the environments, light and render before taking them into photoshop with touchups.

Cinematic Environments

I worked with the Art Director in designing and creating the environments for some of the Cinematic shots that were used throughout the game. Later on after giving a base of the environments, my Art Director would go through and make adjustments to lighting and color palettes to fit with his vision of the sequences.

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