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Just Cause 4

Procedural Environment Artist

Responsible for texturing, materials and composition of landscapes in all 4 biomes in JC4.


Used procedural systems within the Apex Engine to create the distinctive looks in each biome: Grasslands, Desert, Rainforest, Alpine. Each biome had further sub-biomes within them, which had alternative looks: Barren & Mountainous in Grasslands; Shrublands, Salt Flats, Sand Dunes and Coastal in Desert; Mangrove & Deforestation in Rainforest; Lower Alpine and Upper Alpine. Other areas created were Caves, Mines, Farmland, Oasis. Lakes, Riversides and Roadsides.

This involved creating many rule sets and mask painting for controlling the distributing of the terrain materials across the game terrain. I created collections for all the assets: vegetation, rocks, and debris (assets not created by myself), which i would associate with particular material setups. The entire game consisted of only 32 small scale terrain texture sets and 16 for the large scale.


It was important that the materials and vegetation sets looked great at ground level and follow design constraints, but could also look great at 100's of meters away, to very far landscape distances due to the nature of traversal in the game. Textures were created in substance designer, Zbrush and World Machine.


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