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Paladins: Stone Keep Rework

We got to take some of the elements of the updated more "Magistrate" art set from Magistrate's Archives and apply it to Stone Keep too!

We tried to really push for an urban city feel with the update, so many of our maps are effectively a bunch of buildings in the middle of nowhere and we really wanted to contrast that with the feeling that for this map you're just fighting within a district or neighborhood of a much larger city.

In addition to the textures and kit pieces I worked on that carried over from the Magistrate's Archives rework, I got to build out some new textures for things like the copper trim sheet used on the observatory, clocktower and lamp posts. As well as a prop specific trim sheet to try and pack a lot of utility into a small space. I also made some new cobblestone patterns to complement and contrast an existing pattern made by Andrew Trabbold for Bazzar.

I really started experimenting with Substance Designer for the Paladins style here, and while there's plenty I'd do nowadays to improve upon what's here I think this map is where the capabilities and functionality of Designer really started to click for me. The new cobblestones, the stained glass window (hidden in a back room to tease the release of the champion Aazan later that year), and the prop sheet were put together entirely in Substance Designer.

In terms of modeling I mostly handled the Clock tower and Observatory tower as well as the lampposts. I also handled most of the ground modeling and ground material blending. I had fun putting together a sort of "puddle" blend for the cobblestones as we wanted to try and push the idea that it may have just recently rained in the city.

The Paladins ENV team at the time was just myself and Rick Ruiz

Legacy assets from
https://www.artstation.com/trabbold
https://www.artstation.com/gorillagills
https://www.artstation.com/anthonygxok
I may have missed some folks depending on which older assets were included in the final version