For the Bloodleaf tree, we originally had an early blockout from the team in Stockholm, and the overall look and feel of the tree was based off concept art, I ended having to rebuild the tree from scratch trying to maintain certain elements from the original blockout but also working closely together with level design to make sure the tree was a fun space to play in. the player is able to go underneath, inside and up in the canopy.
I was responsible for the modeling, texturing, procedural scattering, and technical setup (wind, collision, material collision) for this tree; I did an advanced blockout for the smaller versions, which were eventually sent to our outsourcing team for finalization; they all shared the same canopy kit, built by me.
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