Singularity 2010

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven)

Singularity 2010

World building, set dressing and lighting from designer block-in to completion in UE3 (asset and texture were created by the talented modeling team @Raven) Kit bashing played a huge roll in completing this project. We had to be very resourceful in reusing existing assets and repurposing them due to the tight deadline. I really developed kitbashing, repurposing assets and visual storytelling during the production of Singularity and Wolfenstein.