VALORANT - Pearl 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.
Pearl, I was responsible for what is seen here in the images with Bsite and the Bsite surrondings. 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.
Myself and concept artist Theo Aretos, designed the unique architecture style of K2 necessary for the VALORANT narrative. Organic sweeping forms more akin to water and sea life than more typical rectilinear architecture. However we couldn't design forms that broke the blocky layout given to us from the level designer, so we had to blend between basic shapes for gameplay, and more curved forms whenever gameplay constraints allowed.

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 Pearl as well:
https://www.artstation.com/artwork/G8q1P3
https://www.artstation.com/plunteere
https://www.artstation.com/bmart
https://www.artstation.com/bdyammer
https://www.artstation.com/delyanfarashev
https://www.artstation.com/gsokol
https://www.artstation.com/sirdigitalbacon
https://www.artstation.com/michaelshinde
https://www.artstation.com/awfulwaffles
https://www.artstation.com/lurcis
https://www.artstation.com/theoaretos

Myself and Theo Aretos designed the K2 architecture organically and with inspiration from parametric architectural designs coming out of programs like Grasshopper. However we also had this blend this intricate curving style with VALORANT's boxy map design

Myself and Theo Aretos designed the K2 architecture organically and with inspiration from parametric architectural designs coming out of programs like Grasshopper. However we also had this blend this intricate curving style with VALORANT's boxy map design

Interior ceilings gave us more room to experiment with the style. One such unique design is the abstracted coral light to match the underwater city motif.

Interior ceilings gave us more room to experiment with the style. One such unique design is the abstracted coral light to match the underwater city motif.

Near Bsite is a small cafe plaza. A Trolley cafe services this little sitting area.

Near Bsite is a small cafe plaza. A Trolley cafe services this little sitting area.

The Trolley was interesting, given my task was to model a Portugal Trolley in Valorant's more stylized look.

The Trolley was interesting, given my task was to model a Portugal Trolley in Valorant's more stylized look.

As a bonus addition, I was also briefly in the VALORANT dev diaries talking about how I designed and modeled the K2 style.