VALORANT - Fracture Environment Art

From 2021-early 2023 I worked on a number of VALORANT maps alongside the talented artists at Riot Games. My role was to take basic blockout geometry from the level designers and create environments with little to no deviation from the designers blockout, as to not compromise the competitive gameplay integrity of VALORANT.

Fracture, I was responsible for what is seen here in the images with Asite and the Particle Collider which players zipline past in mid. I used pre-existing materials created by other team members and designed and modeled the environments in Blender to then import into UE4. During this process as well I got help from concept artists to figure out more intricate or complicated designs and color unification.

The particle collider underneath mid was especially fun as there was little gameplay in the space so I was able to design it myself and build a space that was functional for it's intended purpose in the story, while also being stylized in VALORANT's specific look.

Fellow artist Kevin Brunt put together a more complete breakdown on the map at his art station found below, and also checkout the work of the other talented artists who contributed to Fracture as well:
https://www.artstation.com/artwork/3d5yJY
https://www.artstation.com/bmart
https://www.artstation.com/bdyammer
https://www.artstation.com/bruno
https://www.artstation.com/delyanfarashev
https://www.artstation.com/yam_fries
https://www.artstation.com/gsokol
https://www.artstation.com/sirdigitalbacon
https://www.artstation.com/michaelshinde
https://www.artstation.com/murms
https://www.artstation.com/theoaretos

This particle collider, known as a Radianite collider in the VALORANT universe, was a design I came up with based on the functions necessary for such a large piece of equipment.

This particle collider, known as a Radianite collider in the VALORANT universe, was a design I came up with based on the functions necessary for such a large piece of equipment.

Beams of massive depth span the large space to hold up a huge building above, keeping the space column free. Radially arrayed metal panels are for electromagnetic shielding, and elevators and staircases are placed realistically.

Beams of massive depth span the large space to hold up a huge building above, keeping the space column free. Radially arrayed metal panels are for electromagnetic shielding, and elevators and staircases are placed realistically.

Offices and catwalks give scientists overwatch above their experiments at a safe distance. The radianite or 'electron gun'  is directly connected to the ceiling where computer terminals sit above in the map.

Offices and catwalks give scientists overwatch above their experiments at a safe distance. The radianite or 'electron gun' is directly connected to the ceiling where computer terminals sit above in the map.

My design for Asite, I developed alongside concept artist, Theo Aretos. The intent was this site supported a giant ventilation tower for the collider. Months later this site was tweaked for gameplay changes so it isn't as exact to my initial work.

My design for Asite, I developed alongside concept artist, Theo Aretos. The intent was this site supported a giant ventilation tower for the collider. Months later this site was tweaked for gameplay changes so it isn't as exact to my initial work.

Missing panels and some minor wear and sand implies recent disaster from the collapsing collider, while still keeping the environment clean and readable for gameplay callouts.

Missing panels and some minor wear and sand implies recent disaster from the collapsing collider, while still keeping the environment clean and readable for gameplay callouts.

Given this is an industrial environment and thus most likely designed by engineers, I designed the architecture to be modular and effectively follow structural bays as much as possible without breaking the level designer blockout.

Given this is an industrial environment and thus most likely designed by engineers, I designed the architecture to be modular and effectively follow structural bays as much as possible without breaking the level designer blockout.