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The Broken Deep

For The Final Shape expansion I was a world art area lead, responsible for the level design and world art in chunk of content and overseeing the other artists within other parts of the area in the destination. I was a guide to my reports and other newer employees through production with hands on support, feedback and direction.
The broken deep was a "lost sector", an area I took from ideation to final. I was the owner of the space and responsible for the compositions, theming, level design, custom asset creation and finishing work.