On Thursday, February 23rd, Kaleb Aylsworth, an Environment Artist at EA Visceral spoke to our group. He has worked as an Environment Artist for the past four years at several companies. His shipped titles include Dead Space 2, The Darkness 2, and Bioshock 2.
After earning an undergraduate degree in Illustration, Kaleb discovered that he wanted to work in games, so he attended a graduate program at Seneca College in Game Development. During that time he worked tirelessly on his portfolio, all the while taking night shifts as a security guard.
Kaleb began his talk by explaining the responsibilities of Environment Artists. They have a variety of tasks around designing the layout, modelling, texturing, and sometimes lighting the environments of a game. In the current generation pipeline, environment artists even have specializations for a particular part of the pipeline. Much of what environment artists do is tell the story of the game and of the world through their art. And, Kaleb says, just by the nature of the work, Environment Artists interface with the other disciplines more than any other artist on a project and only get to spend 2-3 hours a day actually producing artwork.
Kaleb then broke down the environment pipeline for us:
Phase A: Art Block
- spacial layout is complete
- design needs are met
- rendering budget needs are considered
- and a rough culling pass is done.
Phase B: Modeling
- geometry is finalized
- UVs are completed
- final culling pass is done
- collision volumes are placed
- texturing is done
Phase C: Slice of Life
- this is the environmental storytelling phase
- posters, blood stains, and objects are added to give the space a history
Phase D: Lighting
- lighting and effects are added to create the final look
In the days since his talk, Kaleb has been extremely helpful and friendly toward our group. He has given us advice about our work. He’s also invited and encouraged us to attend networking events both at EA and elsewhere.




