In engine screen shots from A level I created for Skylanders Superchargers. Skylanders Superchargers environment art. I was responsible for 99% of the assets and level build out along with most of the art direction. The very talented Rachel Maille created the level design. This level had some substantial (fun) technical hurdles as you could walk on the floor, walls, and ceiling. Unfortunately our physics engine would not allow force rotation so we came up with a massive prefab system on the fly. Each wall or ceiling area you could walk on was a rotated duplicate that you were teleported to. This increased level complexity and design substantially calling for a massively modular set of assets.