David’s Mighty Men

Work In Progress

Realistic hack and slash with army-scale encounters and crowd combat. Active development in UE 5.6. Focus on environmental art and world building.

Marketplace - Jerusalem

Marketplace

The marketplace within Jerusalem, which serves as the tutorial level and main city of the game. The textures, set dressing, and landscape (including all the sand visible) were created by me, while level designers handled the placement of set dressing.

Next to King David's Palace

Next to King David's Palace

A view next to King David's Palace showing the entry to the marketplace. The right side features the palace, while the main area shows the marketplace entrance. All textures, set dressing, and landscape elements (including the sand) were created by me, with level designers handling the set dressing placement.

Engine

Unreal Engine 5.6

Team

Six people

Role

Environmental Artist (lead)

Duration

Fall 2025 – Dec 5 (continuing next semester)

Art Style

Realistic

Gallery

Overview

David’s Mighty Men is a realistic hack and slash game that focuses on army scale encounters and crowd combat. The six person team is building the project in Unreal Engine 5.6. My focus is environmental art and world building.

Responsibilities

I led environmental art. I designed modular kits driven by trim sheets, rebuilt and cleaned the landscape after level design set dressing, created additional props, maintained the Art Style Guide, and briefly supported UI before handing it off due to workload. I produced materials from scratch in Substance Designer to match the setting.

Asset and Texture Strategy

I prepared more than thirty modular assets using three 2K trim sheets. I created six hero assets with dedicated 2K textures. Less prominent props use 512 by 512 textures for performance.

Process

I gathered reference from historical documentaries and curated images. I also generated supplemental visual prompts to study forms and surface cues, then grounded the final materials in references that reflect the Middle East from roughly three thousand years ago.

Technical Details

Modular Assets

30+ pieces

Trim Sheets

3 × 2K textures

Hero Assets

6 × 2K textures

Prop Textures

512×512 for performance

All modular pieces use trim sheet workflows for efficient texture reuse. Hero assets receive dedicated 2K textures for maximum detail, while less prominent props use optimized 512×512 textures to maintain performance targets.

Technical Specifications

Unit System

  • 1 Unreal Unit = 1 centimeter
  • Workflow: Maya → Unreal Engine
  • Player Height: 183 cm (Metahuman scale)

Asset Category Specifications

Small Props

Tri Count: 300-1800 | Texture: 1024×1024

Clutter Props

Tri Count: 150-700 | Texture: 1024×1024

Character Props

Tri Count: 1000-2000 | Texture: 2048×2048

Medium Environmental Assets

Tri Count: 50-400 (scalable up to 600) | Texture: 1024×1024

Large Environmental Assets

Tri Count: 400-1000 | Texture: 1024×1024

Extra Large Environmental Assets

Tri Count: 800-1400 | Texture: 1024×1024

Hero Asset Specifications

Hero Shield

Tri Count: 5,096 | Texture: 2048×2048

Hero Sword

Tri Count: 3,256 | Texture: 2048×2048

Modular Kit Specifications

Modular pieces follow Medium to Large Environmental Asset specifications. All pieces use trim sheet workflows with 2K texture atlases, allowing for consistent detail across 30+ modular assets while maintaining performance through efficient texture reuse.

Time Investment

Modular Kit Creation

25 hours total across all 30+ modular pieces

Hero Assets

Shield: 4 hours | Sword: 6 hours

Trim Sheets

3 hours per trim sheet (3 total)

Materials

Sandstone Brick: 7 hours | City Sand: 2 hours | Clay: 2 hours | Dune Sand: 6 hours | Wood: 2 hours

Lessons Learned

This was my first time working in a professional team-based environment on a serious project. The collaborative nature of this work taught me the importance of clear communication, planning, and understanding how my work impacts the entire team.

This project pushed me to think ahead before I start modeling, because the smallest things can impact the workflow and make me redo a lot of my work. Now I understand why many artists spend hours, even days and weeks, just researching their work before they begin modeling and texturing things. Proper planning and research upfront saves significant time and prevents costly revisions later.

Working on David's Mighty Men also taught me a great deal about the history of Jerusalem that I didn't know about. This historical research was essential for creating authentic materials and environments that feel true to the period.

I learned the complete modular kit process pipeline. My workflow involved creating assets in Autodesk Maya, then creating materials in Substance Designer and applying them in Substance Painter, bringing them back to Maya for UV mapping on the modular kits, and finally taking them into Unreal Engine. This process taught me not only how to create trim sheets and modular kits, but also the importance of optimization and how much of a drastic impact it can have on a game's performance.