Darkpaw Games

2021-2023

EverQuest

Darkpaw Games

February 2021 - December 2022

Environment Artist / World Builder

Roles & Responsiblities:

  • World Building

  • Zone Planning

  • Map Design

  • Concept Art

  • Level Design

  • Modeling & Texturing

  • Material Creation

  • Playtesting

  • Lighting

  • Particle Effects

  • Gameplay Set Up

  • Modular Kit Building

Darklight Caverns

My first fully original EverQuest zone, created in collaboration with designer Erinn Fecteau, was a surreal cave network where players chase a massive owlbear into a hidden, magical world. Inside, bioluminescent mushrooms tower over tiered waterfalls, strange tunnels wind through fungal growths, and giant spiders lurk in the shadows. Building this zone was a blast—especially crafting the layered vertical spaces and whimsical, otherworldly atmosphere that set it apart from traditional fantasy caves.

Ruins of Shadow Haven

This zone was designed as a continuation of the chaos unleashed by the rampaging owlbear, following its destructive path through a reimagined version of the classic Shadow Haven. Based on design briefs from Adam Bell, the goal was to transform the familiar space into a war-torn landscape marked by devastation and resistance. Players traverse shattered architecture, makeshift fortifications, and refugee encampments hastily assembled in the wake of the destruction. The contrast between the city’s former grandeur and its current state of collapse provided a compelling backdrop for environmental storytelling and visual world-building.

Umbral Plains

This was my first zone after joining the EverQuest art team—a reimagining of the classic Umbral Plains, updated to reflect changes in the game’s lore. A key part of EverQuest’s world-building philosophy is preserving the spirit of its legacy zones, so we worked closely with the original layout and iconic details, ensuring long-time players would recognize and appreciate familiar landmarks. For this zone, I created many of the materials using photographs from my home, processed into tileable textures with Substance Designer—bringing a personal touch to a world shaped by both history and evolution.

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