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The Wayward Realms

I’m excited to share a selection of 3D assets and materials I contributed on The Wayward Realms that was recently showcased in the pre-alpha "Life of an Adventurer - Gameplay Trailer".

My role involved creating a variety of modular models for structures, including medieval stucco buildings, temple interiors, a cemetery location, and more. Featured here as well is a wide variety of stone, plaster, and wood materials tailored for diverse procedural environments. I also developed customizable material and shader systems that allowed artists to easily tweak properties and create immense variety through dynamic material effects and properties like wear, dust, dirt, weather and more!

It's important to note that I did not work on foliage, lighting, asset placement, ground materials, or other elements outside of what is highlighted here. I want to extend my gratitude to the talented artists at OnceLost Games for the incredible experience working on The Wayward Realms and my admiration for everything featured in this trailer.

A collection of modular assets and materials designed for a quaint village setting, featuring stucco and wood buildings. These components were optimized for performance while providing flexibility for level designers and procedural systems.

A collection of modular assets and materials designed for a quaint village setting, featuring stucco and wood buildings. These components were optimized for performance while providing flexibility for level designers and procedural systems.

A close-up of the materials and modular assets created and adapted here for interior environments, featuring a rich combination of weathered wood, textured stone, and rustic plaster.

A close-up of the materials and modular assets created and adapted here for interior environments, featuring a rich combination of weathered wood, textured stone, and rustic plaster.

These procedural material systems allow for easy reuse across various environments by incorporating aging/weathering controls, as well as effects like grime and dust, enhancing realism while maintaining efficient performance and visual variety.

These procedural material systems allow for easy reuse across various environments by incorporating aging/weathering controls, as well as effects like grime and dust, enhancing realism while maintaining efficient performance and visual variety.

More closeups of wood materials I made are featured here in the trailer as well as the 3D mesh decals I designed to add wear to the edges of objects dynamically; these also work seamlessly within the procedural systems

More closeups of wood materials I made are featured here in the trailer as well as the 3D mesh decals I designed to add wear to the edges of objects dynamically; these also work seamlessly within the procedural systems

A set of modular models and materials for temple interiors and corridors, featuring simple stonework.

A set of modular models and materials for temple interiors and corridors, featuring simple stonework.

More materials for temple interiors and hallways

More materials for temple interiors and hallways

I created the models/materials for the buildings in the background as well as the initial sculpt of the priestess statue.

I created the models/materials for the buildings in the background as well as the initial sculpt of the priestess statue.

The systems that allow artists to effortlessly adjust material properties include dynamic weather controls, enabling effects like wet surfaces during rain. This enhances immersion while ensuring ease of implementation from the development side.

The systems that allow artists to effortlessly adjust material properties include dynamic weather controls, enabling effects like wet surfaces during rain. This enhances immersion while ensuring ease of implementation from the development side.

A collection of assets I made for a small cemetery, featuring stone materials and headstones sculpted in ZBrush. This includes the small mausoleum along with the materials. I did not create any foliage, the gates, statues, nor the ground materials.

Another standalone shot of the same asset in different lighting/weather

Another standalone shot of the same asset in different lighting/weather

Screenshots come from this pre-alpha "Life of an Adventurer - Gameplay Trailer" for The Wayward Realms, or other posts shared by OnceLost Games