Dino Strike
Wii game, developer - N-Fusion Interactive, publisher - ZOO
On-Rails Shooter environment art
![DS_Beach1_Wreck.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043453759-NXV465D6SOMPYY4HB3DT/DS_Beach1_Wreck.jpg)
![DS_Beach1_Wreck_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043453784-49IWDBDE635RFHJ8AITY/DS_Beach1_Wreck_bd.jpg)
![DS_Beach2_Pieces.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043454264-HM33TVMQZAGJZNF1QO9U/DS_Beach2_Pieces.jpg)
![DS_Beach2_Pieces_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043454125-F2E99YJBMY4U7UPKR638/DS_Beach2_Pieces_bd.jpg)
![DS_Beach_txtr.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043453354-A4BAX1Z85J2VBXHJB60Z/DS_Beach_txtr.jpg)
![DS_Caves1_Tunnel.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043456753-SH3NSIT0KGVWB9AA93MM/DS_Caves1_Tunnel.jpg)
![DS_Caves1_Tunnel_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043458976-EIT5H0I12HR4WW4K3H4G/DS_Caves1_Tunnel_bd.jpg)
![DS_Caves2_stalactites.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043458925-F22YU8RKFYM5VEKIB9S6/DS_Caves2_stalactites.jpg)
![DS_Caves2_Stalactites_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043461018-NBQU765WVUA9BB9HPDUK/DS_Caves2_Stalactites_bd.jpg)
![DS_Caves3_Camp.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043461020-J529MY8KS4597HS805EB/DS_Caves3_Camp.jpg)
![DS_Caves3_Camp_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043463337-V76B413BCXKXXQZ9I7T3/DS_Caves3_Camp_bd.jpg)
![DS_Caves_txtr.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043456770-5FLJEWNDFO6W2J5AHIW8/DS_Caves_txtr.jpg)
![DS_Forest1_Canyon.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043466160-WSOV2HXV8IN8Z22JFB3X/DS_Forest1_Canyon.jpg)
![DS_Forest1_Canyon_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043466132-TD2GIASNVAIXAU53PS5I/DS_Forest1_Canyon_bd.jpg)
![DS_Forest2_RaptorGrass.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043469296-959SK3KHMWMEFF7JPHGP/DS_Forest2_RaptorGrass.jpg)
![DS_Forest2_RaptorGrass_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043468629-ZW4N6J8H2DVXTTWVPNMM/DS_Forest2_RaptorGrass_bd.jpg)
![DS_Forest_txtr.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043463312-B7KCMB7Z5XOZ0H5UELJ0/DS_Forest_txtr.jpg)
![DS_Temple1_Hallway.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043471329-4JTAQNG88HP3RZ87AHGJ/DS_Temple1_Hallway.jpg)
![DS_Temple1_Hallway_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043472290-KVJ0XPYFKPK96W6YJCX8/DS_Temple1_Hallway_bd.jpg)
![DS_Temple2_GreatHall.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043473581-HJ5POD43U22XS31EVV87/DS_Temple2_GreatHall.jpg)
![DS_Temple2_GreatHall_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043474806-3ZWVLGTMZ8K866UN7HDU/DS_Temple2_GreatHall_bd.jpg)
![DS_Temple3_OpenRoom.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043475306-A4C5C5010VSWOSJ6QN0U/DS_Temple3_OpenRoom.jpg)
![DS_Temple3_OpenRoom_bd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043453487-O2ZURALDJIPZ3SNJKCKN/DS_Temple3_OpenRoom_bd.jpg)
![DS_Temple_txtr.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1385043469923-5II0XKGHE4J03WELX5MQ/DS_Temple_txtr.jpg)
This was an interesting project as we only had 3 months for art production. With so little time I had to reuse as many textures and models as possible in order to meet very tight deadlines for all 6 levels. This was made a bit easier by the setting, an island, which would have areas look similar to each other and tree models/textures form a previous project that I then had to fix or lower poly counts. The low amount of textures was also a plan to ensure very fast load times.
For these renders I used largely the same setup we used in-office for light-mapping; 3D Studio Max, standard render with most lights set to Advanced Raytrace shadows. I created my own fog layer in Photoshop with Zdepth renders and added some slight effects (glow and light rays/spots), sky backgrounds and ambient occlusion passes.
Simple environments; 60,000 tris in-view at any given time.