Here are some images of the world map I created for the Athena's temple in Immortals Fenyx Rising. It was then turned into a tool to generate other materials.
The idea was to be able to make concept artist produce drawing, feed those into a sbs and create a working material.
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I hand-drawn the world map to create a simplified version of the Island that would feel grounded in the game lore without spoiling to much of the POI.
The idea was to draw with a naive esthetic, colorful palette and give it an heavy aging without breaking the readibility.
I drew separetely the overall color and gold mask to easily drive masks in Designer.
Later on, I exposed few inputs and parameters to be able to feed two visual inputs and created a full material. I knew that I was going to decorate the Hall of the Gods with many paintings and that concept artist would deliver many drawings to turn into frescoes. So I did this SBS to anticipate and optimize the process and win time down the line.
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On Immortals Fenyx Rising, I had the chance to be Lead Environment Material during the full project.
At the very beginning I worked closely with the Art Director to find our own material identity and share it internally and externally, building documentations, trainings and benchmarks.
During the production I planned material assets workload, material visual identification for each Gods and made the follow up with the artists responsible for each kit of assets. I was also the point of contact for the creation of many assets between several departements.
On parallel I produced many assets myself and was in charge of Hephaestus architecture and the Hall of the Gods, it was really important for me to keep producing while beeing lead.
Athena World Map Base Color Step by Step.