Ryze Cinematic -- Ice Cave and Destruction shot.
Responsible for Modeling, Texturing, and Shading done in the Ice Cave

Responsible for Modeling, Texturing, and Shading done in the Ice Cave

Responsible for Modeling, Texturing, and Shading done in the Ice Cave

Responsible for Modeling, Texturing, and Shading done in the Ice Cave

Responsible for Modeling, Texturing, and Shading done in the Ice Cave

Responsible for Modeling, Texturing, and Shading done in the Ice Cave

Vary early shader test.

Vary early shader test.

Shader test.

Shader test.

Shader test.

Shader test.

Early "Pride Rock" concept done by Nate Rodgers

Early "Pride Rock" concept done by Nate Rodgers

Early Texture exploration for pride rock.

Early Texture exploration for pride rock.

Early Texture exploration for pride rock.

Early Texture exploration for pride rock.

Early Shader test for the Ice Cave

Early Shader test for the Ice Cave

Early Shader test for the Ice Cave

Early Shader test for the Ice Cave

Respnsable for foreground assets and some scattered building assets. Modeling done by Myself, Alessandro Baldasseroni, and Nicolas Callings. Broken up into sections.

Respnsable for foreground assets and some scattered building assets. Modeling done by Myself, Alessandro Baldasseroni, and Nicolas Callings. Broken up into sections.

Respnsable for foreground assets and some scattered building assets. Modeling done by Myself, Alessandro Baldasseroni, and Nicolas Callings. Broken up into sections.

Respnsable for foreground assets and some scattered building assets. Modeling done by Myself, Alessandro Baldasseroni, and Nicolas Callings. Broken up into sections.

Ryze: Call of Power | Cinematic - League of Legends

During the early days of production we modeled, textured, lit, and created shaders to get a "handcrafted" look. Towards the end, we went with more of a traditional hi-end CG look that you would see from other studios like Blur, Digic, etc.

The Ice Cave was a bittersweet thing to work on, We ended up changing styles a lot so lots of peoples work had to be redone over and over. But all in all, I'm happy with the final result of how it came out.

The destruction shot was added pretty late into production so we had to little time to model and set dress the scene.