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PUBG: Vikendi 1.0

Vikendi...one of the toughest and most exciting projects I have ever done. Vikendi is my PUBG baby. This is a project that I got the approval to work on it just after Erangel, but it took us almost a year to be able to start production. I came up with the setting for this map, and the main locations for it. A southern european winery, a castle in the middle of a river, an abandonned cosmodrome buried in the snow... I wanted to show another side of Europe, different from what we have done in Erangel, and heavily influenced by the beautiful Slovenia (we even travelled there for gathering references).

Of course this is not a one man job, and with the help of the many talented folks in PUBG we could iterate on those ideas and expand them to what it is one of the most beautiful maps we have done so far. I was extremely lucky to have a team that took the challenge and pushed our art quality standards way above what we were doing a few months earlier.

During the production of Vikendi, I had many tasks, so I will try to summarize them.

-Project planning: distribute the tasks between the different artists (in house and freelance)
-Art direction: review the work and give the necessary feedback to improve the visual quality (both in house artists and freelance artists)
-Level design: created the level layouts of Castle/Abbey/Villa/Volnova/Many town buildings
-Level work: Worked on Volnova from start to end. Initial pass on Mount Kreznic.
-OS management: weekly meetings with the multiple freelance artists we had to review their work / assign new tasks
-R&D: Supervised the creation of our multi-material blending shader solution (project developed by Carlos Gómez and Michael Nastenko)

The screenshots shared in here are the result of the collaborative work of many amazing artists in PUBG.

Gameplay trailer featuring multiple locations worked by our unit.

Podvosto, one of the many beautiful towns from Vikendi.

Podvosto, one of the many beautiful towns from Vikendi.

The central "hot drop" in the island, the Castle. This location took the longest to complete. We had to iterate on the layout many times to make it exciting to play, with many ways to enter the castle without getting lost.

The central "hot drop" in the island, the Castle. This location took the longest to complete. We had to iterate on the layout many times to make it exciting to play, with many ways to enter the castle without getting lost.

DinoPark, the most iconic location of Vikendi. Carlos Sánchez came with the idea for it, and took full ownership of this level. I gave him guidance on both design and art direction.

DinoPark, the most iconic location of Vikendi. Carlos Sánchez came with the idea for it, and took full ownership of this level. I gave him guidance on both design and art direction.

Behind the scenes video with some of the members of the unit explaining our process during Vikendi.