Given the scope of World of Tanks maps it is always a team undertaking. Both Sand River, and it's night time variant were maps I was given to oversee for the Xbox One. I had a lot of fun coming up with a way to make the nighttime version of the map really unique and ended up going with a "twilight hour" scheme. I leaned on our HDR/Cubemap system to wash the sun-facing geometry in a nice pink-orange glow while illuminating the other direction in shadow-casting moonlight. I was responsible for the level's lighting and mood along with it's color palette. For both versions of the map I handcrafted and painted down all of the grasses, rocks, branches, and other foliage clutter scattered about specifically for the desert environment. For the trees, myself and fellow artists worked with speed tree library assets to fill our shared pool with foliage suited to our needs across all of the maps. That said, the tall grassy bush seen in the second image was a personal, fun, from scratch addition. I also put in time getting the terrain textures inline with the PBR rendering pipeline while taking opportunities to improve on the various sand textures used. All of the HD props remain products of the Kiev studio and its respective outsource teams.