Screenshots

Some screenshots of areas I worked on.

Guardians of Middle-earth DLC, © New Line TM & © SZC lic. to WBIE

I spent most of my time on Guardians as a tech artist.  I did get to make the occasional prop.  Here is a screen shot that predominately displays the hiding shrubs that support game play and are found in every level but the survival map.

GOME Shrubs

I made the animated lights in the distance. The cave hide shrubs and did a bunch optimization for this DLC Level.Goblin Cave, made the animated lights in the distance. The cave hide shrubs and did a bunch optimization for this DLC Level.

I made the hide shrubs, a number of the hobbit props, and did a bunch optimization for this DLC Level.Hobbit level, made the hide shrubs, trees, a number of the hobbit props, and did a bunch optimization for this DLC Level.

Gotham City Impostors DLC, ™ & © DC Comics. ™ & © Warner Bros. Entertainment Inc.

For this project I did a little bit of everything  environment art.  I modeled and textured buildings as well as propagated areas, created custom props and textures, I also handled all the environment and vehicle outsourcing.  I was involved in six of the eight levels from the beginning to end.  Even in the other two you would be hard pressed to find a screenshot where I did not have a hand in part of it.

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Lord of the Rings: War in the North, © New Line TM & © SZC lic. to WBIE

WB asked Monolith and Surreal for volunteers to help Snowblind push through alpha, I quickly raised my hand and ended up being the only environment artist to actually embed and work at the Snowblind offices.  Where I created props, textures, cloth simulation, world propagation,  and even wrote a few maxscripts for them.

Portfolio_Matt_Rapelje_Game_WITN12Snowblind gave me the challenge of creating a marching orc army even though they only allowed for a handful character on screen at a time.  I used their node based shader authoring tool to create scrolling animated sprite sheets.  I was also responsible for hiding the seems between the mountains and the road below.

World art propagation, I started from design gray box.  Made the Banners, a lot of the metal trim, added architectural details, applied textures and props.

Added metal trim and architectural details.

Added metal trim and architectural details.

Added metal trim and architectural details, created platform prefab and main entrance.

F.E.A.R. 2: Reborn, © Warner Bros. Entertainment Inc.

I was responsible for the Parking Garage, and Sewer levels.  Took from gray box to fully arted level.  Created level geometry, created and applied textures, first pass lighting, and made some of the level specific prefabs.

This screen shot was used in a lot of the marketing.

Portfolio_Matt_Rapelje_Game_F2R_02I started work at the bottom of the angled building.  Leading the player into the parking garage.

Portfolio_Matt_Rapelje_Game_F2R_03The parking garage.

Portfolio_Matt_Rapelje_Game_F2R_04First part of sewer.

Portfolio_Matt_Rapelje_Game_F2R_05More sewer, huge cistern, partially collapsed.

Portfolio_Matt_Rapelje_Game_F2R_06Going down.

Portfolio_Matt_Rapelje_Game_F2R_07I also Created all the sky boxes for the DLC and this psychic beacon vortex of doom.

F.E.A.R. 2: Armored Front DLC, © Warner Bros. Entertainment Inc.

This was a multiplayer map pack.  Created level geometry, created and applied textures, first pass lighting, and made some of the level specific prefabs.

Portfolio_Matt_Rapelje_Game_F2_AF_02View of Training Grounds level from inside the mech.

Portfolio_Matt_Rapelje_Game_F2_AF_01Different view from outside the mech.

Portfolio_Matt_Rapelje_Game_F2_AF_03I forget the name of this level but my initials are on the right wall.  I did a lot in this level really quick is all that I remember.

F.E.A.R. 2, © Warner Bros. Entertainment Inc.

I made a few props and a few more textures, but primarily spent my time crafting stories in the environment.  Towards the end of the project I was one of the main “make this level work now” artists. The images appear in order of the game.

Portfolio_Matt_Rapelje_Game_F2_17This is the room where you wake up alone in the hospital.

Portfolio_Matt_Rapelje_Game_F2_16This hospital is a mess, what happened here.

Portfolio_Matt_Rapelje_Game_F2_15Those windows are fake what is with this place.

Portfolio_Matt_Rapelje_Game_F2_14This place is going up in flames.

Portfolio_Matt_Rapelje_Game_F2_13Bloody hell what happened here.  The flames were scary enough.

Portfolio_Matt_Rapelje_Game_F2_12Made it out of the building just in time.

Portfolio_Matt_Rapelje_Game_F2_11Underground hospitals require a lot of power.

Portfolio_Matt_Rapelje_Game_F2_09Details!

Portfolio_Matt_Rapelje_Game_F2_08Training arena, mid level boss encounter.

Portfolio_Matt_Rapelje_Game_F2_07Replica factory

Portfolio_Matt_Rapelje_Game_F2_06First mech encounter arena.

Portfolio_Matt_Rapelje_Game_F2_05More details!

Portfolio_Matt_Rapelje_Game_F2_04Cell block escape.

Portfolio_Matt_Rapelje_Game_F2_03Second time through the prison, different enemies this time.

Portfolio_Matt_Rapelje_Game_F2_02Collapsed subway hole.  I ended up doing a whole lot of hole work from this through out the game.

Portfolio_Matt_Rapelje_Game_F2_01Another hole.

Portfolio_Matt_Rapelje_Game_F2_00Yet another hole, that I did the initial layout for.

Link to game trailers of that I have worked on.