Scrap is a 12 week project made in 2400+ hours in Unreal Engine 4 with a team of 14. This game is Steam Greenlight published and won 2 awards at the 2017 Indieversary Awards: "Best Use of Art Style" and "Best Overall Experience". I led the team as Creative Director and Technical Artist. My goal for this game was to make it as optimized and aesthetically pleasing as possible. I also built an easy art pipeline for the designers to work and instance off of. 

Marketing Trailer. Edited by Nathan Trimboli. 

Scrap Gameplay Video

Role: Creative Director and Artist

For this game, I worked heavily alongside the Producer, Design Lead, Tech Lead, and Art Lead. We used agile development to run the team.

My tasks included: 

  • Outlining technical art documentation and game aesthetic to ensure standards are met among leads and artists
  • Designing world art environment to keep in line with level designer's mechanics and features
  • Creating terrain and terrain materials/textures (except cliff-side rock texture)
  • Creating parent materials and tools for designers to instance in engine for easy world building
  • Building the entire world in-engine based on whitebox and greybox and adjusting UI and HUD layouts in UMG
  • Squashing as many visual bugs as possible and providing feedback to guide artists

Examples of Ground Textures in-game that I created and plugged into the parent material for blending.


World Building: All Levels Sculpted, Painted, and Art Assets Implemented

Tutorial Level in Editor


Software Used:

  • Unreal Engine 4 (v12.5)
  • Substance Designer 5
  • Substance Painter 2 
  • Maya 2016
  • Unreal UMG, Material Editor, and Terrain Editor
  • Perforce

Meshes Created