As part of my work on The Dark Pictures Anthology, I contributed to House of Ashes — a project with an impressive range of environments, from desert cave ruins to alien asteroid interiors. Fellow artist Mike Jeffries and I were tasked with defining the look and aesthetic of the game’s final act, set inside a crashed asteroid containing an alien ship.
Mike developed a modular kit of parts that we kitbashed together to form the distinctive shapes and structures of the environment. Alongside this, I created the glowing mould growth assets and the vine systems, which were generated and grown around the geometry in‑engine using Houdini HDAs. The vampire cocoon assets and large nest structures were produced by external outsourcing teams.
I was responsible for the blockout, construction, and dressing of both the exterior and interior of the Star Chamber, as well as the surrounding approach area filled with cocoons. I also blocked out, modelled, and dressed the final Vault environment, including the broken ring structures that define the space.
During the cave sequences, I developed a Houdini tool that automatically dressed the cave walls with rock assets sourced from Quixel Megascans. While the placements still required manual refinement, the tool significantly accelerated the dressing workflow.
Throughout the ideation phase, Mike and I explored the visual direction through sketches, paintovers, and 3D mock‑ups, helping shape the final look and atmosphere of the game’s concluding environments.