Mirage: Arcane Warfare | Environment Artist | Torn Banner Studios


Mirage: Arcane Warfare was a huge collaborative effort by our small, talented team at Torn Banner Studios. Please take the time to check out the rest of the team on Linkedin.


Context Objects | Team Managment / Look Dev. / Animation / Art

I helped form, organize and manage a small cross-department Strike Team that focused on utilizing the Lore written for Mirage and incorporating it into Gameplay. Our focus was on our "Context Objects" which was generally gameplay specific objects, such as the Pushable, the CTF pickup, Plant Zones etc. Our goal was to inject more magic / lore into these objects to help make these objectives more interesting and exciting for the player. My responsibilities ranged from organizing meetings, assigning tasks, creating documentation, brainstorming and prototyping, animation and art. Our Strike Team relied on cooperation between all departments (Code, Effects, Sound, Art, Animation, Design, QA) and it was such a blast working with such talented people to bring our ideas to life.

Thanks to: Darin (Effects) / Kevin (Code) / Chris (Art) / Dylan (Art) / Nico (QA) / Rich (Animation) / Ryan (Sound) / Bartek (Level Designer)


Bloodmoon | arena map | Level art / Design

Bloodmoon is one of 6 Arena maps that released with Mirage: Arcane Warfare. Bartek (Level Designer) and I worked on the initial Pitch and Design, while I worked on the Level Art Kit and Art Pass. We utilized a new way of pitching ideas for these Arena maps, which focused on making sure each of our new maps would be adding something unique to our game. I wanted to use this map to breathe a bit more life into our game's world. The map is nestled in a Riad courtyard which is surrounded by the City, where the Bloodmoon celebration is taking place. The map features crowds cheering as fireworks go off in the distance and lamps fly upwards towards the night sky.


Lighthouse | pushable / ctf | Level art

Lighthouse is one of 11 core maps that released with Mirage: Arcane Warfare. Bartek (Level Designer) worked on the initial Pitch and Design, while I worked on the Level Art Kit and Art Pass. This was one of our first Symmetrical / smaller maps and was a great change of pace from working on our larger Team Objective maps. The idea for this map was that this Lighthouse would be the last beacon to warn travelers passing through that they were nearing the edge of the waterfall. The map is condensed but offers various traversal options using visual differences between sides to help players navigate these key play spaces.


Bazaar | Team Objective Map | Level art

Bazaar is one of 3 core Team Objective Maps that released with Mirage: Arcane Warfare. Mingfei (Level Designer) worked on the initial Pitch and Design, while I worked on the Level Art Kit and Art Pass with contributions from Lucas, Tyler and Brandon (Environment Artists). Team Objective maps are much larger maps compared to our Symmetrical / Arena maps and are usually the size of 2+ maps in 1, while focusing on progression from one area of the map to the next. Bazaar consists of the outer city docks area, which moves into the lower city leading to the portal courtyard. I had to create the new Level Art Kit which would be used for any Map within the Bazaar "Biome".


Drydock | Pushable / CTF / TDM Map | Level art

Drydock is one of 11 core maps that released with Mirage: Arcane Warfare. Mingfei (Level Designer) worked on the initial Pitch and Design, while I worked on the Level Art Kit and Art Pass. This was one of our Symmetrical maps that utilized my Level Art Kit. This map required a fair bit of creativity to try and break up the two sides without relying on newly created art. I decided to make one of the sides in a state of heavy construction, which changed some of the structures silhouettes to help players navigate to some of the key play spaces.