On Hyper Light Breaker I had the chance to be the first environment artist on the project. During early development I helped establish environment art asset pipeline, general environment art style, and gray box out spaces. I wore many hats early on, I helped build a variety of shaders for post processing, procedural grass/landscapes, base vegetation, and standard base master material. I also built kit assets, props, and one off buildings. I would often work closely with tech art to help build out our hyperfab system. The system was used to make essentially prefabs (collection of assets), diorama like structures to spawn in our procedural decking system. During development I help build out kits for different biomes and create hyperfabs to deck the world with. During production I was promoted from mid to senior environment artist. I also had the opportunity to work on the character team building weapons assets through the character teams pipeline.