Website powered by

Apex Legends - Olympus (Oasis buildings)

In Season 7 Ascension my coworkers and I tackled making a new third big map for our game. We wanted to create a very different, cleaner, higher-end city in the clouds and we called it 'Olympus'. I love working on interiors so I researched modern design and made the Oasis lobby with the underground Cafe water area, along with the exterior bottom portion of the building. It was challenging getting used to thinking about a new type of architecture and style, but in the end I had a lot of fun!

Modeling was done in Maya by me, and I created some new props mid-small size, but all the textures were created by other artists on the team and many other assets shared from the Titanfall/Apex library. My coworker Richard Rude made the rest of the surrounding exterior parts for the Oasis, the top area of the underground water section, and the high towers of the building. Austin Arnett did lighting.

Environment Art team: Robert Taube, Jose Zavala, Lewis Walden, Mike Altamirano, Austin Arnett, Jake Virginia, Tri Do, Tragan Monaghan, Marcos Shih, Brooke Olson, Paul Tran, Hans Myaard, Eugene Kim, Richard Rude, Leah Augustine, Jobye-Kyle Karmaker
Level Designer: Dave Osei

Based on the initial concepts from Liam MacDonald I created the interior lobby and cafe below while tweaking things and incorporating feedback from the Env Art team to get the look that worked well for gameplay and easy player reads.

Based on the initial concepts from Liam MacDonald I created the interior lobby and cafe below while tweaking things and incorporating feedback from the Env Art team to get the look that worked well for gameplay and easy player reads.

I wanted the zipline drop up and down to feel more exciting than just an ordinary elevator shaft so in studying some modern architecture I thought these light patterns might look cool at a fast speed.

I wanted the zipline drop up and down to feel more exciting than just an ordinary elevator shaft so in studying some modern architecture I thought these light patterns might look cool at a fast speed.

Since this area is under the water in the office park above, the electric digital water screens was an idea we wanted to push because Olympus is a high-tech city.  Austin Arnett helped me get a cool look for these that echoed the sleek aquatic vibe.

Since this area is under the water in the office park above, the electric digital water screens was an idea we wanted to push because Olympus is a high-tech city. Austin Arnett helped me get a cool look for these that echoed the sleek aquatic vibe.

I wanted to make a path that was easy to see and lead the player's eye out from the elevator.  A clean glass covered water path direction was neat because it reminded me of a restaurant I visited as a kid that had an aquarium in the floor running through.

I wanted to make a path that was easy to see and lead the player's eye out from the elevator. A clean glass covered water path direction was neat because it reminded me of a restaurant I visited as a kid that had an aquarium in the floor running through.

My teammate Richard Rude worked on the surrounding terrain and the top blue exterior towers of the Oasis buildings.  I worked on the bottom exterior building area here that players enter through.

My teammate Richard Rude worked on the surrounding terrain and the top blue exterior towers of the Oasis buildings. I worked on the bottom exterior building area here that players enter through.