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Game art has always been a powerful way of telling a story. I was horrified the first time I played resident evil 1. Trying to put together the puzzle the art team had left was one of the most exciting things I can remember, and I love to think back to that feeling while creating my own environments to really try and bring the story to life using everything around the player. In my opinion there’s no better way of storytelling.

My understanding of 3D Modelling and understanding of environmental art allows me to create any asset from the concept stages to completion within an appropriate timescale. My knowledge of game design and lighting helps determine the needs of the player so I can create engaging environments that flow. However, I am always trying to improve and constantly looking for new ways to further my understanding.

High Poly Modelling (5 Years)
Low Poly Modelling (5 Years)
Texturing (5 Years)
Photoshop (5 Years)
3D Studio Max (5 Years)
Zbrush (2 Years)
Design (3 Years)
Level Design (3 Years)

The Peterson Case Public Trailer Released!

Posted by on 10:13 am in Uncategorized | Comments Off on The Peterson Case Public Trailer Released!

Trailer link: The Peterson Case A game that’s being developed by Josh Baker, James Wilkins and myself coming to Xbox One and Steam! Developing The Peterson Case, my main job was too create environment art assets but being a team of three, I have also helped with all character design, level design, lighting, and sound that will be used in game. The Peterson Case is an exciting horror game which will keep you on the edge of your seat. Play as detective Franklin Reinhardt as you explore a deserted house, unravelling the spine-tingling tale of what has happened to its missing residents. Set in 1947, in a location near the Roswell UFO incident, you will play as an experienced detective who has been called in to find information and clues from around the Petersons’ home to reveal what has happened to the mysteriously missing family. Franklin soon discovers there is an unearthly presence within the house that is hot on his trail – but can he solve the crime before it is all too late? The Peterson Case strikes the perfect balance between atmospheric horror, suspenseful narrative and engaging puzzles, taking the player through a unique experience which is rare within the horror genre. Explore a 1940s house through the engaging first-person perspective of Franklin, who must collect evidence revealing the family’s fate. Whilst inside the home, the player will be thrown into a unique storytelling system. Jump into the moments that reveal what really happened to the Peterson Family and solve the puzzles within them. The home and evidence is randomised each playthrough and includes fantastic voice acting. The game will have Virtual Reality capability and is being built on Unity 5. I will continue to add to this page as I go but I’m working very hard on finishing the projects with my team members. stay posted for a run through of my modelling technique and the reasons behind each design choice. Check out the trailer and tell us what you think! Go here to view it : https://www.youtube.com/watch?v=VOB83xvtd9k And view the steam greenlight page here!...

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Lego Art Test, Back from holiday and working on a new indie project

Posted by on 2:47 pm in Uncategorized | Comments Off on Lego Art Test, Back from holiday and working on a new indie project

So the last couple of months have been really busy for me, firstly I did a art test for the guys over a Travelers Tales which was a really good experience for me. unfortunately I did not get the job but I have learnt a lot from the whole experience. After this my sister got married in the Dominican Republic so I had to take 2 weeks off to soak up the sun! Before left i also started on a environment project that I outlined on the blog before, I am still working on this but is being put on the back burner because I’m working with a programmer and some other artists to create a new indie horror game. Here is some screenshots of the art test and the props I have been working on the last few...

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in the depths (working title)

Posted by on 5:52 pm in Uncategorized | Comments Off on in the depths (working title)

I want to create a scene that will show potential employers how I work and my reasons for working in this way, I’m going to be giving myself deadlines and I’ll be documenting my process from start to finish on my own website www.mark-silvester.com and the website www.polycount.com to get critique as I go along. I’m giving myself 1 month and 2 weeks of work time on this and 2 weeks of cleaning up the scene and getting it ready to be shown. I will be posting every week about the design choices I’ve made and how I’ve created all the art assets. At the end of the project I will be creating a presentable video and document that talks through everything in a nicer setting. From this project I want to show how to change a story in the players’ minds by changing the environment around them. For the first environment I want the environment to feel a tiny bit uneasy, I am basing the first environment on a Swedish forest on the outskirts of a town at night, the environment will start with a snowy road with street lights on the left railings on both sides and trees and bushes just of the path. Looking online at the vegetation that grows in Sweden I have a massive collection of trees, bushes and general wildlife to use that will create the feeling of  Swedish life, sign posting will all be written in Swedish and will use the same road symbols. The road will go on for a minute, it will then come up to an abandoned cabin, this is the first time I want the environment to change pace, I want an oil lamp light to be on in the shack, two reasons why I’d like an oil lamp, oil lamps flicker, giving a stunning atmospheric effect, if seen through a window it’ll give a impressive glow effect to the rest of the room. I want the lamp to turn off when the camera gets closer to the room I want people to be thinking “Is there someone in that room”? The room itself is an abandoned cabin, it has all the normal things you need in a cabin, gas stove oil lamp, bed, table and chairs all damaged up because they haven’t been used for a while. The floor will be wooden and will have a basement hatch. The basement hatch is a very important asset to get right in this scenario, if this was an actual game it would be the player’s next objective to find so we need to make sure 3 things happen • People know what it is People need to immediately understand what the hatch is and that they need to open it up and walk down it, I will probably put a very faint blood splatter next to it (looks like someone has tried to clean it up) to give the impression already that something is off about the hatch. • It looks different to the floor and it looks interesting The hatch needs to use a different texture to the floor (maybe have the floor pattern going one way and the hatch going the other) and it needs to look interesting, if it looks like everything else in the cabin...

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Update to my projects page

Posted by on 9:06 pm in Uncategorized | Comments Off on Update to my projects page

In this post im going to be taking every single screenshot i have and putting them into one post, this is so future employees can browse my work easier than trying to find each piece on my projects page, if you press on any of the photos it will take you ver to my projects page which you can find out more about the project in more detail Screenshot6 Screenshot5 Screenshot4 Screenshot3 Screenshot2 RockNormal RockAO RockDiff RockWirerframe Shield Screenshot Rock_Heavysnow Rock01 Rock02 Rock03 Rock04 High poly, front window down High poly, front window up High poly, front window up2 High poly, Front window down2 Ref1 Ref2 Ref3 Ref4 Ref5 Ref6...

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Graduation and where the others live!

Posted by on 9:05 pm in Uncategorized | Comments Off on Graduation and where the others live!

Graduation and where the others live!

I AM GRADUATING TOMORROW! (Pictures to come soon) I have also been hard at work at a new diorama to add to my portfolio, I created this for the use in a video game, this is being sent with a job application I have just finished Here is a screen shot from the environment Press on the link to find out more!...

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Jeep and CSGO skins

Posted by on 11:48 pm in Uncategorized | 1 comment

Jeep and CSGO skins

So in the past few weeks I’ve been hard at work creating some CSGO skins all of these skins can be found at Counter Strike Global Offensive workshop, all created within Photoshop, 3D Studio Max and VTF Edit. I’ve also been creating a world war 2 jeep for my portfolio, I have taken references photographs of Google, and started the creation of a high poly model, when the high poly model is finished I will create a game ready edition, bake all the detail from high to low and then put it into the unreal engine. with this jeep i want to create three variants, front window up, front window down and the roof on High poly, front window down High poly, front window up High poly, front window up2 High poly, Front window down2 More imformation about my CSGO skins and my high poly jeep bake when I have finished...

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First Post

Posted by on 4:24 pm in Uncategorized | Comments Off on First Post

Now that university is finishing I can start looking for a job, While i work on my own projects in my own time! from this point on i’m going to set myself a challenge. the challenge is as follows. 1. Choose a game title. 2. Play the game, get screenshots of the environment in the game. 3.  Come up with a design that works well with the level in regards to game play and game mechanics 4. Block out my own level or piece of level. 5. Create Assets that would use the same artistic approach as the game i am trying to emulate. 6. build the final piece in Unreal Engine 4 complete with lighting, animations and particle effects if needed 7. Render out with a walk through of the map and surrounding areas (if a multiplier map it will include a map with game flow and places of interest) 8. Post it on poly count for people to give critique on how to make it better. Every month I will be using this formula to pad out my portfolio and hopefully learn a trick or two on the way! This month i am choosing Titanfall as the game of choice. Come back soon to see updates on what I have been creating. Linkedin: https://www.linkedin.com/profile/view?id=295180750&trk=nav_responsive_tab_profile_pic...

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