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Project • Heavy Duty Challenge (HDC)

Environment Production & Scan-Based Biomes

Off-road simulation developed on a proprietary GDE engine. I owned end-to-end environment production, including scan-based biomes, materials/shaders (GLSL), and environmental VFX supporting gameplay readability.

Role
Technical Artist / Environment Artist
Engine
Custom GDE engine • Forward rendering • GLSL
Key highlight
All environments except the Utah biome were built using my own photogrammetry scans captured on real-world locations (Jura, Dimmuborgir, quarries).
Biomes
Utah (non-scan) Jura (scan) Dimmuborgir (scan) France quarries (scan) Limburg (scan)
Trailer (MP4)

What I delivered

Environment ownership • Scans • Shaders • VFX

Environment ownership

  • Designed and built full environments in-engine: terrain layout, set dressing, landmarks, and traversal readability.
  • Owned biome production across multiple regions, ensuring consistent quality and gameplay-friendly composition.

Scan-based pipeline

  • Captured photogrammetry on real-world locations (drone + DSLR) and transformed scans into game-ready assets.
  • Quarries (France) and Limburg biomes are scan-based; Dimmuborgir (Iceland) is a fully scan-driven environment.

Shaders / materials (GLSL)

  • Authored and iterated GLSL shaders under a forward-rendering pipeline in a proprietary engine.
  • Balanced material quality with performance constraints and stable runtime behavior.

Environmental VFX

  • Created gameplay-supporting particle effects (dust/smoke, geysers and ambient FX) for atmosphere and clarity.
  • Integrated VFX with environment states and driving scenarios to reinforce feedback and mood.

Biome highlights

Click any image to view full-screen

Utah (non-scan biome)

Utah screenshot 01 Utah screenshot 02 Utah screenshot 03 Utah screenshot 04

Jura (scan-based biome)

Jura screenshot 01 Jura screenshot 02 Jura screenshot 03 Jura screenshot 04

Dimmuborgir, Iceland (scan-based environment)

Dimmuborgir screenshot 01 Dimmuborgir screenshot 02 Dimmuborgir screenshot 03 HDC brand
Dimmuborgir biome is based on my own photogrammetry capture of the park location.

France quarries + Limburg (scan-based biomes)

Quarries screenshot 01 Quarries screenshot 02 Quarries screenshot 03 Quarries screenshot 04

Gameplay context

UI / systems proof

HUD & driving systems

HDC HUD screenshot
In-game HUD view showing vehicle state, navigation, and gameplay feedback.

Atmosphere & feedback

  • Environmental VFX (dust/smoke) tuned for visibility on terrain and obstacle readability.
  • World composition designed for real driving decisions: traction, slope, and route selection.