I was Lead Environment Artist on Nevermind and for most the production, I was the only artist. Aside from some outsourced assets, some 2D art, and a few scenes and props in the last two levels, I was responsible for all the modeling, texturing and lighting for the entire game. Nevermind will run on PC, Mac, Xbox One, and the Oculus Rift.
Working on Nevermind was a unique experience. Because of the nature of the environments, I could let my creativity and imagination go wild. It was a joyful challenge coming up with different ways for the environment to establish the mysterious narrative, as well as creep the player out. Many of the environments had multiple states, for example, the house in Client #251 has a “Normal” state, how it was in reality, and a “Dark” state, how the patient’s traumatic memory has distorted it.
For more information on Nevermind, please visit
http://nevermindgame.com/
http://www.flyingmollusk.com/press/sheet.php?p=nevermind
Nevermind - Reel