Some of the more challenging assets to translate from the art direction involved avoiding a full-on sci-fi look. The goal was to reanimate assets corrupted by Brainiac while retaining parts and pieces of the original asset or vehicle. These assets are team builds. There are a few more in the game that I'll add as soon as I have time.
Chris Goff - Concept
Michael Broussard - Concept
Glen Saberton - Art Direction
Remi Lefort – Modeling and Materials, core behemoth modeler
Ivan Nestorov – Modeling and Materials, previs and 3d concept
Pawel Ptaszynski – Modeling and Materials, Optimisation
Jordan Clarry - Modeling and Materials, Optimisation
Bernhard van der Horst - Modeling and Materials
Me - Modeling and Materials, Optimisation, Blueprint Support, task breakdowns, etc.
Toby Ellis - Production
Team Collaboration:
Anthony Wicker - Emplacement core designer
James Vassiliou - Activity Designer
Johnny Armstrong - Activity Designer
Yaser Hussain - VFX Lead
James Condliffe - VFX and VFX destruction
Oriol Sans - VFX
Ingmar Clarysse - VFX
Leroy Noel - VFX
Andrew Quinn - Audio design and integration
Vitor Castanheira - Code Support
Luke Giddings - Code Support
Chris Emmit - Code Support
Lance Dyson - Code Support
Gil Canizes - Codes Support
Ivan Okhinchenko - Code Support
Dominic Birmingham - Navigation
Tristan Lawler - Rigging
Adam Oreston - Final Behemoth rig, rigging
Anastasia Boukoura - rigging
David Houston - Animation
Florent Rubio - Animation
Please let me know if I missed a name.