Game Design

Carla De Mier

Graduation

2025

Skills
  • 3D Art
  • Environment Art
  • Game Design
Employment Badge

The Cathedral at Sea

The Cathedral at Sea

For this Modular Kit I was particularly inspired by \"La Iglesia del Convento de San Agustin de Belchite\". This ruin has maintained so many beautiful details intact over the years, and I was inspired by how they translated the church\'s style to match the arid desert environment. Working off of that we have this cathedral built out at sea. I imaging the island it sits on was much bigger at the time it was built, but erosion has left it in the state we see it today. Foliage is from the Unreal Marketplace. I used a combination of substance painter and designer to create my textures. The star of the show is a 3 texture vertex painting material.

Sci-Fi Hallway

Sci-Fi Hallway

For this piece, I really wanted to have fun with my materialization and incorporate some animated light materials. I started off with my trim sheet, I used hard surface modeling in Maya to create my high poly and took it to the painter to finish up the rest. I then reworked some of the painter\'s smart materials that I used on my trim sheet to create my tiling wall panel texture. I took some inspiration from the original Beauty and the Beast to create a small batch of unique assets to occupy the altar room. I used Substance Designer to create the alphas for my enchanted glass animated material. Overall It was a great challenge to take a hallway and really expand on it with vaulted ceilings and hexagonal rooms.

The Secret Garden

The Secret Garden

For this scene I wanted to tackle different types of foliage, and seeing just how much variety I could get out of one sheet. I used a handful of material instances to create some color variation throughout. For my textures, both tiling textures were made in substance designer. This was slightly inspired by \'The Secret Garden\' by Frances Hodgson Burnett.

Historian\'s Office

Historian\'s Office

Inspired by a Concept created by Yoga Satyadana. My goal with this piece was to implement modularity in a realistic way. Using two trim sheets and a tiling floor texture I created the space that I later filled out with 3 additional unique asset sheets.

Sextant Game Ready Hero Asset

Sextant Game Ready Hero Asset

I was really inspired by the tarnishing process of nautical grade brass, and how a material can keep its shine even after years of use. This Sextant has spent a lifetime guiding the navy at sea, and it still has a few good years left. I made it a point to keep the geometry as optimized as possible while maintaining the silhouette of this beautiful piece of equipment.

Assassin\'s Creed Style Altar and Vase

Assassin\'s Creed Style Altar and Vase

Created as a part of an art test, inspired by some of the wonderful Altar locations in Assassin\'s Creed Valhalla. I am someone who values historical accuracy in all the work that I do, which aligns quite well with Ubisoft\'s style of storytelling. For the design of the Vase, I referenced a Green soapstone mine in Norway that dates back to the 9th century, along with some particularly beautiful artifacts from the Harrogate Hoard. I began work in Maya creating my Blockout, Lowpoly and Midpoly. I utilized Zbrush to create organic shapes and textures that would add to the believability of my materials for my texturing stage. I created custom smart materials in Substance Painter in order to keep my materialization consistent throughout my different assets. I also utilized Adobe Photoshop and Illustrator to create tileable Alpha masks. For the final rendering of my model, I utilized Unreal Engine to light and stage my assets to really create the feeling of a shrine within the space.