Destiny - Crota's End

videogames 3dmodelling destiny

Here's my 3D illustration of the Abyss, sans-darkness-and-fog, that I posted for the Destiny community a few years back. There are some great maps out there already but I figured creating an isomeric one might give a better sense of the vertical space

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It was shared to help out new players with their first raid, or experienced players looking to figure out new strategies or paths.

It's recreated by eye as I ran around, so there might be mistakes or missing bits and bobs that someone might spot, but it should be pretty accurate. Feel free to reply if you spot anything wrong and I can fix it.

Here's some work-in-progress shots as it came together and a 3D model you can look around in your browser:

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You can also view a 3D model by clicking the image below:

Who I am

I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.

From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.

I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable, Portal Knights, Lost in Random as well as a few random projects such as trailer for Terraria and Minecraft and the like. You've probably also heard my music in random TV commercials at some point.

What I'm using to make games

Nowadays I tend to utilise Unreal Engine 5. I use a mixture of (mostly) C++ (Visual Studio 2022, Rider) and Blueprints.

I work with Autodesk's 3D Studio Max to generate the art required, and Adobe Photoshop or Paintshop Pro 6 for texturing. I also dabble with Allegorithmic's Substance Designer/Painter for more realistic texturing work.

I tend to generate tools in Python, C++ or NodeJS depending on what's needed.

Audio-wise, I still use Reaper, Cool Edit Pro and FL Studio to generate sounds and music respectively.