Star Wars Jedi Survivor - Tanalorr Mountain

Final in-game shot of mountain vista. We wanted this shot to be a wow-factor for the player as we approach this magnificent beast of a mountain.

Final in-game shot of mountain vista. We wanted this shot to be a wow-factor for the player as we approach this magnificent beast of a mountain.

Mountain Vista sculpt. Since this mountain is so massive, it had to be broken down into multiple materials in order to keep texture resolution decent but also read clearly.

Mountain Vista sculpt. Since this mountain is so massive, it had to be broken down into multiple materials in order to keep texture resolution decent but also read clearly.

This mountain swoop I made as a separate piece. Even though still large, I could have more control over textile density and details.

This mountain swoop I made as a separate piece. Even though still large, I could have more control over textile density and details.

Up close shot of the mountain entrance. This part was specifically difficult because I needed to keep in mind the size of the mountain but also keep textile density correct when the player comes up close.

Up close shot of the mountain entrance. This part was specifically difficult because I needed to keep in mind the size of the mountain but also keep textile density correct when the player comes up close.

Entrance into the mountain.

Entrance into the mountain.

Statue sculpts.

Statue sculpts.

Detail shot of tide pool blending and set dressing.

Detail shot of tide pool blending and set dressing.

Detail shot of cliffside.

Detail shot of cliffside.

Detail shot of cliffside.

Detail shot of cliffside.

I was handed off the level Tanalorr in the alpha process and my responsibility was to take the level to ship. This level was a quicker turnaround as we needed to land a large level on time but also preserve shipping quality.
Senior Environment Artist Alex Beddows established bones of the level that consisted of the level layout, materials, and assets.
Once assigned to the level, my responsibilities consisted of world building / set dressing / blending / asset tweaking / material tweaking / collision / cinematics / mountain vista work / bug fixing.
As there is not any combat in these areas, I was able to have freedom to build up the elevation of the floors to make it look more natural and go crazy with the set dressing of foliage, rocks, and pools.
The idea of Tanalorr is that as a water planet, it has eroded walls that reveal a white jade under the rock that shows water level changes throughout its existence.
Level Design - Martin Badowsky
Senior Lighting Artist - Tom Bentkowski
Senior Environment Artist (Foliage) - Ryan Schake
Vista Art - Senior Skybox Artist - HanHee Lee
Gameplay Designer (Collision) - Patrick Thomas
Lead Collision Designer - Rob Bloss
VFX Director - Stephen Babb
Lead Environment Artists - Kevin Quinn and Billy Matjiunis
Art Directors - Nate Stephens and Chris Sutton