01 — Apocalypse Rising 2

Beta Map

A large open-world map for Apocalypse Rising 2, an established Roblox survival game, spanning dense cities, farmland and wilderness.

Apocalypse Rising 2 — Beta Map
01

Overview

A map of this scale and detail depends on an efficient pipeline. Modular assets are essential: the team works from a shared palette of furniture and environmental assets, all formatted so they can be swapped out retroactively for optimization passes and graphical upgrades. Asset placement, terrain, loot distribution and lighting cycles are all handled through proprietary tools. Over the years, I've also designed and optimized this pipeline myself.

As lead environment artist, I designed every location on the map and was directly involved in creating most of its assets. For each location I concepted the spaces, sightlines and gameplay dynamics, then modeled and formatted the assets and surrounding terrain it needed. We set the broad strokes and guidelines for furnishing and interior design before handing locations off to contractors for fine detail work and loot placement.

The Beta Map launched fairly unoptimized and has since been the focus of a large-scale optimization effort to reduce scene draw calls and server memory: cutting instance counts, clamping down on unnecessary texture use and reworking models to take advantage of draw call batching.

Project overview

Role
Lead environment artist
Game
Apocalypse Rising 2
Scope
Large open world
Team
2 senior designers, 5+ artists

Designed & built

  • Design of every location on the map
  • Sightlines and gameplay spaces
  • Most of the map's assets
  • The development pipeline

Contributed to

  • Furnishing and interior design guidelines
  • Large-scale optimization effort

Team context

  • Contractors for fine detail work and looting
  • Proprietary tools for placement, terrain, loot and lighting
02

World Design

In an open-world shooter, every location and corner of the map is a potential battleground. Gameplay dynamics shape every decision, from the layout of a town to the sightlines across it.

03

Points of Interest

Each location takes its cues from real-world architecture and urbanism, from the beach cities of Los Angeles and Miami to small Midwestern and European towns, giving every area its own identity within one cohesive map.

04

Other Environments

Unique locations and smaller maps created for seasonal events and other game modes.

05

Cinematic Trailer

Contact

Open to studio roles
narroby@gmail.com