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Mátyás Kristóf Rosu

Romania,  Sf. Gheroghe Staffordshire University,  VFX: Visual Effects & Concept Design,  July 10, 2015
My name is Kristóf Rosu, and I am a game environment artist graduating in the summer. In my final year I had the opportunity to work on various projects that were completely under my control in all fazes of production. I included some of these in my showreel.

The first project is the 'Generation Ship'. This is a large and complex environment meant to be the main piece of my portfolio.

The spacecraft I designed is meant to travel between the stars for hundreds of years, carrying its crew of scientists to another solar system. The design decisions were heavily influenced by this: the dense vegetation provides oxygen and also helps with crew morale. The large, domed room functions as a greenhouse and as a meeting place for the crew. The design is utilitarian and minimalistic, but not ugly. It shows signs of heavy use but it is carefully maintained.

I also wanted to make the environment look real and avoid scifi clichés: there are no holograms (every display is projected onto a hard surface), no glowing stripes, no hexagons and no excessive, random paneling.

The two smaller projects at the end of my reel (the Snake Statue and an AK-12 assault rifle) are meant to demonstrate my modeling, sculptng and texturing skills.


  • Design
  • Generalist (all)
  • Level Design
  • Lighting
  • Modeling
  • Texture Painting
  • After Effects
  • CryEngine
  • Maya
  • Mental Ray
  • Mudbox
  • Photoshop
  • Unity 3D
  • Unreal 4
Pixologic
  • NEXT-GEN GAMING
  • Student of the Year
  • 1328 Page Views
  • 12 Images
  • May 09, 2015
The production of the spaceship environment was preceded by half a year of planning and thinking. This allowed me to produce the final assets almost immediately after the project began, without the need for concept art or experimentation. I started with the corridor pieces. I defined the grid size and some general shapes then I started modeling the pieces. In most cases I took an asset through whole pipeline before starting on another one: I started with modeling low- and high-poly geometry in Maya. Some assets required sculpting which was done in Mudbox (welds, the large tree in the middle). I did the baking in xNormal then I went on to texturing in Photoshop and dDo. I started with dDo legacy, but I quickly switched to the new Quixel Suite for the rest of the project. Finally I transferred the assets to CryEngine, where I assembled the level, created the lighting and did the final renders. For the two smaller projects (the statue and the ak12) I also made use of Substance Painter and Marmoset Toolbag.

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