Prey
During my time working on Prey I helped planning visual direction of locations, characters, and art style. Production stage on this game involved working daily with art directors in Austin and Lyon to make Talos come to life. I used both 3D (Maya, ZBrush) and 2D software (Photoshop) to concept weapons, gadgets, hero props. I also helped visualize gameplay spaces in cooperation with architects and level designers using 3D grayscale blockouts followed by paintovers

















