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"Catherine's Prison" Interior "Jungle Island" Adobe Hub Structure "Prison Island" Exterior Structures "Prison Island" Exterior Prison Structure "Temple Island" Main Entrance "Prison Island Landing Deck" "Jungle Village Prison" Interior "Gehn's Lab" test-rendering "Gehn's Lab" test-rendering "Temple Door Exterior" test-rendering "Village Hut" test-rendering
All images within the Riven Gallery were created while working in-house as a full-time CG Artist at Cyan Worlds. For this project I was given a pencil sketch design by Robyn Miller along with the instruction to "set it under moonlit night time ambient conditions". I modeled, textured, and lit this environment within eight days before it was handed over for additional composite preparation for one of the many live action video sequences that went into the making of Riven.
This was the first complete scene that I created for Riven. Since I was given a pencil sketch of the exterior structure and only a verbal description of its interior; I created the exterior structure first and then worked out the interior details afterwards. I spent about 2-3 weeks creating the various models, textures and lighting required for this scene.
This is another building that I was able to create for Riven. For this project I was given a pencil drawing by Robyn Miller of the exterior structure so I worked the interior details out after I created the exterior of the building. The interior of this structure took approximately 1-2 weeks to create the models, textures and lighting that went into it (excluding all non-structural objects).
I created this interior structure within a week which featured a stain glass lighting ambience into a dark underground chamber or temple. The large stone "Whark" creatures in the rear of the interior were created by Robin Foley. Temple interior design by Robyn Miller.
For this area of the Jungle Island I created the main adobe structures, pathways and lighting structures that were placed throughout the interior of the jungle by Jason Baskett. I also created the glowing shrooms that can be found scattered around the jungle's interior.
Another view of one of the Adobe Structures, pathways and lights I created for the Jungle interior. (NOTE: Robin Foley created the trees that were placed throughout this jungle region by Jason Baskett.)
One of the giant knives I created for Riven as well as the adobe pathways, lighting and glowing shrooms scattered throughout the jungle's interior.
One of the village huts I created for the Jungle Village which was the third object that I created for Riven. I created this adobe hut structure from a pencil sketch which required about 2-3 days for model and texture creation. Half of that time was spent in creating just the texture for the door! Village Hut design by Richard Vander Wende.
A screenshot of the Jungle Village w/ the many adobe huts and pathways that I created for this area of the island. (NOTE: Although I created the actual huts and primary components of the pathways; I did not compose their arrangement in this scene or create the actual island terrain where they are placed.)
A screenshot of the Prison Island featuring the prison building I created on top of the giant tree trunk (NOTE: I did not create the actual island terrain or pathway that leads to the landing area.)
A screenshot from the game showing the landing deck structure I created at the base of the tree trunk. A close-up rendering of the landing deck area can be found within this gallery. (see "Prison Island Landing Deck")
A close-up rendering of the exterior prison building I created for the Prison Island. I created this prison building in about 2 days worth of modeling and texturing before moving into the interior.
One of the gateways I created for the Jungle Island. This gateway took about 1-2 days to model and texture which included a hand-carved surface texture appearance that can be better viewed in the next image that follows. (NOTE: I did not create the actual surrounding terrain or vegetation within this image.)
A close-up view of one of the Jungle's gateways I created for the Jungle Island based on a design by Robyn Miller. This gateway required about 1-2 days to complete which involved the creation of a hand-painted bump map in order to achieve the hand-carved appearance of the wood's surface. It was then handed over and placed in the environment by Jason Baskett.
A view of the main Temple Island entrance structure I created based on a design by Richard Vander Wende. I also created the giant knife which was based on yet another design by Richard.
One of several caves that I created for Riven. This cave featured a large entry at one end where the mouth of the cave was shaped in the form of a frog creature and required about three days to model, texture and light.
A close-up rendering of the landing deck that serves as the entryway which leads into the giant tree trunk that makes up the "Prison Island". I spent about two days creating the models, textures, and lighting for this structure.
A view from the interior hallway I created for the Prison Island which leads into the giant tree and up to the prison room interior scene (see "Catherine's Prison" Interior). This hallway required about two days to model, texture and light.
This small interior prison scene required about two days of modeling, texturing and lighting to complete and included a secret door in the rock wall which could be accessed by pulling the handle that is hidden underwater inside the central drain embedded into the floor.
Another rendering from inside Gehn's Laboratory...
A test-rendering of the completed Lab structure before being placed within the final game environment.
Another test-rendering of the Lab with its completed interior structure which can be seen through the top glass-roof of the structure.
A test-rendering of the main entranceway I created for Gehn's subterranean Temple (see "Gehn's Temple" Interior). About two days were spent creating this entranceway before being placed into the final game environment.
A test-rendering of one of the adobe village huts I created for the Jungle Village. Completion time for this hut was approximately 2-3 days before moving onto further variations of a similar design.
A screenshot from the game featuring a close-up view of the main adobe hut I created for the Jungle Village.
A close-up of the door for the adobe huts I created for the Jungle Village. For the door; I modeled the knocker separately but the rest of the details of the door (including the surrounding wooden door jambs and hinges, etc...) were all created within a single texture which was then mapped onto a single flat plane or polygon.
A test-rendering made during the final hours of completing this small structure for the Temple Island. Total completion time for this structure was approximately 2-3 days. Design by Richard Vander Wende.
A test-rendering showing a sort of "before & after" comparison of the same knife model. The knife on the right was designed to be located out in the open where exposure to harsher weather conditions would be present.
These columns of basalt rock are some of the many rocks that I created for Riven. Approximately 1 day was spent on this entryway before being placed into the game environment.
A swinging bridge I created for the Jungle Island which required about two days to create.
All images within the Riven Gallery were created while working in-house as a full-time CG Artist at Cyan Worlds. For this project I was given a pencil sketch design by Robyn Miller along with the instruction to "set it under moonlit night time ambient conditions". I modeled, textured, and lit this environment within eight days before it was handed over for additional composite preparation to be used as a background scene for one of the many live action video sequences that went into the making of Riven.
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|
All Riven images are the
copyrighted property of Cyan Worlds, Inc. Riven is a registered
trademark of Cyan Worlds, Inc. |
|