Sharing some of the highlights during my time in production of Darktide. The journey to ship the game and working with some incredibly talented people will always be a highlight in my career :)
All faces were sculpted by hand no scans were used. I did the High Poly, Low Poly, and Texture work. I was also responsible for setting up a robust pipeline for creating new face content, that supported our customisation and facial rigging features.
Work based on concepts by Miguel Iglesias.
Art Direction by Mattias Rousk.