~ Senior Environment & Lighting Artist
~ 3D Modeler & Texture Artist
The First Official Trailer for Avatar: Fire and Ash
Volcanic Wasteland
As the sole artist on this environment, I was fully responsible for building the Volcanic Wasteland from concept through final implementation. This large-scale, fully realized volcanic biome was one of the most creatively fulfilling projects I’ve worked on and by far my favorite to complete.
The environment features a massive barren landscape dominated by a custom-built volcano, created using a blend of photogrammetry and hand-sculpted rock assets. I developed custom made texture sets in Substance Painter and Photoshop for key surface materials including the active lava flows, hardened lava fields, craggy mountain ranges, and scorched terrain. To bring the scene to life, I implemented a suite of dynamic effects, including: Heat distortion shaders, Smoking geysers, Layered atmospheric fog and Volcanic plumes erupting from the crater. I also explored multiple lighting scenarios before landing on a hazy, overcast setup that visually and tonally connects the area with the nearby Ash Village zone.

Ash Village
I was responsible for taking Ash Village from pre-vis to final, overseeing the full environment development pipeline. Guided by concept art, I shaped and dressed the barren landscape matching the same vibe as the volcanic wasteland and designed the key elements that define the mood and story of this biome.
I was responsible for taking Ash Village from pre-vis to final, overseeing the full environment development pipeline. Guided by concept art, I shaped and dressed the barren landscape matching the same vibe as the volcanic wasteland and designed the key elements that define the mood and story of this biome.
Major Contributions Include:
~ Blocking, modeling, and texturing the central burnt HomeTree fortress and the surrounding forest of dead trees.
~ Environment dressing to reflect the aftermath of destruction, emphasizing narrative and visual storytelling.
~ Created atmospheric and ambient effects such as dust, drifting ash, hazy fog, and interior fire FX to reinforce the tone of the scene.
~ Developed and fine-tuned lighting and atmosphere for all of the wasteland sets.
In addition to the exterior space, I also built out much of the village interior, including:
~ Modeling, texturing, and placing tents, props, and other hand-crafted assets used to populate the inner settlement.
~ Blocking, modeling, and texturing the central burnt HomeTree fortress and the surrounding forest of dead trees.
~ Environment dressing to reflect the aftermath of destruction, emphasizing narrative and visual storytelling.
~ Created atmospheric and ambient effects such as dust, drifting ash, hazy fog, and interior fire FX to reinforce the tone of the scene.
~ Developed and fine-tuned lighting and atmosphere for all of the wasteland sets.
In addition to the exterior space, I also built out much of the village interior, including:
~ Modeling, texturing, and placing tents, props, and other hand-crafted assets used to populate the inner settlement.





Concept Art

Concept Art Illustrated by Steve Messing
Bioluminescent Swamp
Major Contributions Include:
~ Blocking, modeling, texturing and dressing the environment for the Bioluminescent Swamp biome
~ The atmosphere, lighting and water setup
~ The reactive Bioluminescent trail
Major Contributions Include:
~ Blocking, modeling, texturing and dressing the environment for the Bioluminescent Swamp biome
~ The atmosphere, lighting and water setup
~ The reactive Bioluminescent trail


Metkayina Beach
Major Contributions Include:
~ Blocking, modeling, and texturing the main beach area for this scene
~ Environment dressing
~ Worked on the initial night lighting setup
Major Contributions Include:
~ Blocking, modeling, and texturing the main beach area for this scene
~ Environment dressing
~ Worked on the initial night lighting setup


Windtrader Gondola's
Major Contributions Include:
~ Modeling and texturing many different sections and iterations of the Gondola's design
~ Fine-tuned all rigging, ropes and ties
~ Modeled, textured and dressed most of the props throughout the different gondola's
~ Worked on the Medusoid's model design and helped develop their unique translucent texture
Major Contributions Include:
~ Modeling and texturing many different sections and iterations of the Gondola's design
~ Fine-tuned all rigging, ropes and ties
~ Modeled, textured and dressed most of the props throughout the different gondola's
~ Worked on the Medusoid's model design and helped develop their unique translucent texture




Concept Art Illustrated by Steve Messing
