I joined Corrode halfway through production, when the map was already in art blockout stage, and helped finalize several areas. Corrode presented an interesting challenge to me, as it was the first map I worked on in Valorant. Valorant is first and foremost an esport, and because of that, the art style must adhere very closely to strict level design and performance boundaries. These limitations force us, environment artists in the team, to get creative and try to push the art as much as we can, while serving the gameplay and technical limitations, creating interesting areas that read well visually, but also runs on all kinds of hardware.
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My contributions consisted mostly of taking the buildings in these screenshots from art blockout to completion, sometimes using concept art as inspiration, and other times using imagination/references to come up with something. I also helped create new shaders and introduce new art techniques to the team, and spearheaded a complete overhaul of our internal environment art tools. I also contributed to a few textures here and there, but most of the tileset was created by other members and finalized by Selena Tobin. Some of the buildings were started by me and touched up by others, it's a big team effort :)
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All these amazing people (and more) touched on an aspect or another of the map:
https://www.artstation.com/danielmcgowan
https://www.artstation.com/tobiaskoepp
https://www.artstation.com/leem3d
https://www.artstation.com/yam_fries
https://www.artstation.com/stobin
https://www.artstation.com/teckjinoh4
https://www.artstation.com/the_mute
https://www.artstation.com/delyanfarashev
https://www.artstation.com/michaelshinde
https://www.artstation.com/droodesigns
https://www.artstation.com/avacrutchley
https://www.artstation.com/maximel
https://www.artstation.com/espen
https://www.artstation.com/bruno
https://www.artstation.com/murms
https://www.artstation.com/lurcis
https://www.artstation.com/sirdigitalbacon