Destiny Skybox samples demonstrating use of shader, modeling / texturing, layout and composition with final colour timing.
This is some of the work I have done while at Bungie.
The Tower skybox. This went through a few iterations until we landed on the mood we wanted to convey. While concepts of the Traveler existed the remainder of the vista was explored in engine. The sky has a full time of day cycle.
All work created and implemented by MG.
concept paintings by MG
Cosmodrome Skybox with playable area deleted.
with playable area visible (playable area not created by MG)
Red - assets created by Ryan Watkins
Green - assets created by Isaiah Sherman
Far bank of the lake to the distant horizon, models, atmospherics and clouds created and layout by MG
Mars Skybox. Created and implemented by MG. Central lower most canyon asset created by Ryan Watkins. Full time of day cycle with out of atmosphere spinning Phobos and Deimos providing the Moon light.
postcard concept by MG using existing world art building assets as a base.
Venus Skybox created and implemented by MG
postcard concept by MG
Venus concept by MG
The Moon skybox created by MG (playable area in the foreground)
playable area deleted
The Moon Hellmouth concept by MG
Dreadnaught skybox with playable area. Skybox created by MG
playable area deleted.
another view of the dreadnaught skybox showing Saturn with playable area deleted.
with playable area (not created by MG)
Gameplay area deleted showing just skybox - created and implemented by MG based on a concept.
The Black Garden skybox by MG based on a concept.
Orbit screen skyboxes and loading screen backdrops created by MG. This is a sample of my work;
player ship not created by MG
cinematic backdrops / explorations
HALO : REACH skyboxes sample (2008 - 2010)
3d ships not made by MG
top left frigate is not MG
skybox for cinematic
spaceships not created by MG
gameplay area in the foreground
HALO : REACH concept paintings;