Visiting the strong hold of the GreyWardens was something the Dragon Age franchise had been building towards for 3 games. My goal as environment director was deliver a strong visual payoff for fans and players that supported the rich history we had developed.
To accomplish this I ensured the following:
•Architecture kits could support grand scales while being low cost
•Architecture kits were diverse enough to support both regular gameplay, boss fights, cinematics, and exploration
•Ensuring Hero assets and set pieces integrated well into the environments
•There was a diverse set of props from statues, mosiacs, iconography, to more mundane assets such as tables and chairs
•Provided timely feedback to design and gameplay departments to ensure consistency with writing and cinematics
•Audited and maintained performance in all levels