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Platforms: PCTools: 3ds Max, Photoshop

Environment Art – Going Rogue Expansion

I’d been playing City of Heroes since launch, so getting hired onto the Going Rogue expansion was a full-circle moment. Knowing the game as a player gave me a real sense of what the world should feel like from the ground.

I built key areas of Praetoria, the new city zone. Both large outdoor open-world maps designed for exploration and group combat, and modular interior kits. The interiors were built so designers could snap pieces together into different mission layouts without needing new art each time. That kit-based approach let the team ship a lot of instanced content without the art becoming a bottleneck. All of it had to run within MMO performance budgets, which meant being disciplined about polycount and texture memory across every district.