Report article RSS Feed Cradle: Meet the Team #1 Lead Environment Artist

As Cradle's Lead Environment Artist, Tim Braslavsky has lots of different roles. Because there are so many factors in building an immersive environment, it gives Tim an opportunity to create with the end goal of making it come alive.

Posted by MojoGameStudios on Jan 12th, 2014

Lead Environment Artist


Tim Braslavsky
Country of Origin: Russia, now currently residing in Pittsburgh, PA.


As Cradle's Lead Environment Artist, Tim Braslavsky has lots of different roles. Because there are so many factors in building an immersive environment, it gives Tim an opportunity to create with the end goal of making it come alive.

"My duties entail creating high and low poly 3D models, plus textures. My next responsibility is to get them in the engine, set the materials for them, and build the environments within the game world," explained Tim.

Because Tim leads the design of these complicated environments, it's his goal to accurately portray assets that reflect the vision of Cradle within each open-world. Each grid is manipulated until it breathes. He works with a small team of environmental artists to do this. If his team needs assistance, he works with them directly to solve the problem, or gives them the resources they need to solve it themselves.


Here's an early work in progress of Tim creating the environment for Icelands.

Work in Progress

Work in Progress


Favorite aspect of being on the development team of Cradle?
"One the team is phenomenal, I can relate and get along with everyone, not only is the team smart and capable, they're also just nice to work with. Besides that, I love that my role gives me the ability to work on lots of different things. There are no assignment tubes. If I know there's something that needs to be done, it's not a... I'll do this later... it's an, I'll do this right now."

Tim Bravslavsky
Mojo Game Studios
Lead Environment Artist
Art Institute of Pittsburgh '12
Bachelor's of Science: Game Art and Design

Post comment Comments
PytoX
PytoX Jan 12 2014, 2:59pm says:

wow

+4 votes     reply to comment
TheMasquerader
TheMasquerader Jan 12 2014, 3:07pm says:

I love 'meet the team' articles, but no photo? :P

+5 votes     reply to comment
MojoGameStudios
MojoGameStudios Jan 12 2014, 4:02pm replied:

Ahhh! We were debating whether or not to add them, but I went ahead and did it just for you!

And as always, you can check this direct link to our website that features photos of all team members.
Mojogamestudios.com

~ Moontan

+3 votes     reply to comment
TheMasquerader
TheMasquerader Jan 12 2014, 4:14pm replied:

Haha I am one spoiled fan :)

+3 votes     reply to comment
Jetcutter
Jetcutter Jan 12 2014, 3:21pm says:

Welcome to States. Ohio fella here!

+3 votes     reply to comment
MojoGameStudios
MojoGameStudios Jan 12 2014, 4:13pm replied:

That's funny because he first immigrated to Cleveland, Ohio at the ripe age of 8.

~ Moontan

+2 votes     reply to comment
玄chin
玄chin Jan 12 2014, 5:21pm says:

Amazing!

+3 votes     reply to comment
Nuvendil
Nuvendil Jan 13 2014, 6:17am says:

Nice update

+1 vote     reply to comment
MojoGameStudios
MojoGameStudios Jan 13 2014, 11:24pm replied:

Thank you! We're loving watching Epoch's development too!

~ Moontan

+1 vote     reply to comment
SinKing
SinKing Jan 13 2014, 7:55am says:

Yes. very nice, but personally I love it when I get some insight into someones creative process (like some WIP shots of the work he does, or a bit of workflow).

Ice would break and split a lot of these rocks on top when it turns into water and freezes over. While I agree with the lower two thirds that make the static mesh/rock structure, I don't like the top row of stones. These would either be smoothed out, like the rest of the environment, or they would have broken off and turned sharp angled. Smaller pieces on the bottom (broken off and brought with it by the river), larger rocks on top would be my way to go. You have awesome concept artists that could detail areas such as this. Or are you reusing parts of the forest waterfall and re-texture them to save time? Who is the Art Director on this project anyway?

I hope the next Meet the Team will be on one of the concept artists, because I can't say enough how much I like the artwork for Cradle. And I'd love to see a little bit of their workflow, too :)

+1 vote     reply to comment
MojoGameStudios
MojoGameStudios Jan 13 2014, 3:25pm replied:

Ah, yes. This is just a sample of experimenting with the Iceland's textures. The open-world has yet to be designed and this is the WIP of various textures and composition!

We'll be introducing most of the team, so stayed tuned!

PS: We have videos featuring team members that will give a more in-depth view of their respected worlds within Mojo.

~ Moontan

+1 vote     reply to comment
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