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BEST OVERALL GAME
Runner Up
BEST TECH INNOVATION
Runner Up
The Game
CHOSEN is a single-player action FPS with a weapon-stealing twist: the player uses “hookshots” to steal weapons right out of their enemies' hands.
Edited by Abby Norris (me)
My three goals for this project were to gain experience in the 3D art pipeline, collaborate with level designers to create functional modular kits, and maintain a consistent art style that aligned with our vision.
The Design
Team & Roles
Abby Norris (Myself) - Environment Art
Christopher Dichmann - Game / Level Design
Tiggi Pengelly - Character/Concept Artist
Sam Cameron - Systems/Gameplay Programmer
Carlo Tejeda - Audio/AI Programmer
Sarita Sou - VFX Artist
Throughout this project, I took on the role of being the sole Environment Artist. In the first few days of development, I developed a pitch for the art style of our game and workshopped that with my team for another few days. You can see that pitch below.
After we decided on a style, which I would describe as early 2000's Halo 2 inspired, I created some basic concept art for the first modular kit. This kit was going to be used for early prototypes and showcases to give us a better feel for how the visual style matched our gameplay, and also give us ideas for the next pieces we’d need.
Pictures are coming!
While I knew that the concept sheet I created gave me a solid base to start on, I realized very quickly that creating concept art of each new asset was going to be deeply inefficient, as we did not have a set concept artist. I made the decision to concept as I went. Working with our level designer to ensure the metrics were correct, I would identify our highest priority pieces and prototype those in Maya. I would then receive in-person feedback from multiple team members, reflect on the piece using my own personal opinion, and then make any aesthetic changes I felt were necessary. Due to this workflow, I became incredibly efficient at rapid prototyping and quickly iterating on feedback.
Over the course of 8 months I produced over 250 models using this 3D prototype + rapid iteration method. The result was a suite of multiple modular kits, hero environment assets, and repeating textures that fit our chosen aesthetic and allowed our level designer to easily build our game world.
Pictures are coming!
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Pictures are coming!
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What was Gained
Pictures are coming!
Before this project, I had never worked as an environment artist on any long project. I had to learn about the 3D art pipeline as I went, which made me face multiple challenges along the way. The 8 months I spent on CHOSEN have made me even more comfortable with asking for help from those with more experience than me, and much more trusting in my ability to learn new things.
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