This biome is primarily carried by Daniel Stok's awesome cluster pine asset and magical setup to scatter these utilizing the scatter system, which actually means every tree here is unique and responds to it's environment, a feature I believe is not yet seen in any other game or modern engine to date! I was mostly reponsible for the ground cover, and setting up some internal r&d on how to get pine needles scatter around the large trees, we ended up scattering terrain decals.
https://www.artstation.com/danielstok
Whereas I have tried to highlight areas in these screenshots that I had a heavy hand in working on, working on complex games as this is always a team effort, for most of my work, I have received and acted on feedback from multiple departments, and most assets pass through the hands of multiple artists, there are many people to call out, our concept art team delivering amazing concepts, the team over at light storm for their invaluable feedback, the tech art team for answering all my questions, and the biome team I was part of, that being said there are some people I'd like to thank in particular as I worked with them on most of these on a daily basis, bouncing ideas around and/or receiving feedback.
David Österlind, for being a great lead and allowing me many opportunities to grow and work on incredibly cool assets
https://www.artstation.com/davidosterlind
Daniel Stok, for serving as a Google alternative, always available for questions or feedback, and the all-important 3 o clock coffee
https://www.artstation.com/danielstok
Sigge Sandström, being my office neighbor and for sticking around until the very end pushing this thing over the finish line.
https://www.artstation.com/siggesandstrom