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