If I'm not taking pics outside, I'm probably building environments inside game engines. Senior Level Artist | @liongamelion Lead Env Artist | @Proj_Borealis

Croatia
“Evening at the Tiger’s Paw " ✨ an atmospheric Source 2 environment built in Hammer and rendered in S2FM. #Source2 #EnvironmentArt #LevelDesign #GameArt #S2FM
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Terminal Gardens - Breakdown A little breakdown of how I put this scene together in Source 2.
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Final image🌙
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"Terminal Gardens" Deep below the street, inspection drones examine the remains of a fallen droid while everything above carries on as usual. Built in Source 2 using Hammer & S2FM. #EnvironmentArt #GameArt #LevelArt #LightingArt #Source2
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Every time I see something like this, I'm reminded why Hammer is still my favorite tool for creating environments.
Prior to being hired by Valve in 2022, Chuck Wilson, the company's current level designer, recreated Ravenholm in Source 2 as a personal exploration project. "The opening to Ravenholm seemed like it would be an appropriately scaled project to tackle. I started by loading up Ravenholm and taking tons of pictures of the opening area, and reacquainting myself with the look, feel, and scale of the space. From the ref I was able to deduce the scale and re-block it out with Hammer 2's modeling tools. After I got the whole space blocked in, I decided to make some compositional changes to the space to better guide players to the zombie and to the eerily lit sawblade shack. Once the composition was adjusted, I switched to detailing and diving into some of the new features Hammer 2 had to offer. I walked away being blown away at how powerful these tools are for Level Designers, and even more so if you are a Level Designer with some environment art background. These are easily my favorite tools I have worked with to date."
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A quick breakdown of how I created "Night Shift". Built in Source 2 using Hammer and S2FM. #EnvironmentArt #Source2
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"Night Shift" February 12th, 2:03 AM. A quiet winter night somewhere on the edge of a decaying residential block, in a not so distant future. Created in Source 2. #EnvironmentArt #3DArt
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"Night Shift" 🌙 A quiet night shift somewhere on the edge of a decaying residential block, in a not so distant future. Built in Source 2 using Hammer & S2FM. #EnvironmentArt #GameArt #LevelArt #LightingArt #Source2
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gmod and photoshop
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Atlas retweeted
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Here is a quick breakdown of how I created “Submerged Complex” Built in Source 2 using Hammer & S2FM. #EnvironmentArt #Source2
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“Submerged Complex” An ancient structure frozen beneath the surface, hinting at something beyond. Built in Source 2 using Hammer & S2FM. #EnvironmentArt #GameArt #LevelArt #LightingArt #Source2
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Alternate version without the character.
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Atlas retweeted
The Steppes #Blender #HalfLife
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Here is a quick breakdown of how I created "Borrowed Grounds". Built in Source 2 using Hammer & S2FM. #EnvironmentArt #Source2 #GameArt
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"Borrowed Grounds" A brutalist facility housing one of many displaced fragments of another place, contained for observation. Built in Source 2 using Hammer and S2FM. #EnvironmentArt #Source2 #GameArt #LightingArt #Worldbuilding
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A small look back at some of my personal 2025 work. Built in Source 2 using Hammer and S2FM, with a focus on mood, lighting, and storytelling through environment design. #Source2 #EnvironmentArt #GameArt #LevelDesign #LightingArt
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Atlas retweeted
I would like to live here.
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Here is a quick breakdown of how I created Courier’s Path 🚧 built in Source 2 using Hammer & S2FM. #Source2 #EnvironmentArt #GameArt #LightingArt #LevelArt
Courier’s Path 🚧 An atmospheric environment built in Source 2 using Hammer & S2FM. #Source2 #EnvironmentArt #GameArt #LightingArt #LevelArt
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Courier’s Path 🚧 An atmospheric environment built in Source 2 using Hammer & S2FM. #Source2 #EnvironmentArt #GameArt #LightingArt #LevelArt
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