Sanctuary

Studio Parallel Studios
Role Principal Environment Artist
Engine Unreal Engine 5
Platform PC
Status First Playable Completed — On Hold
Credits
Lluis Andreu Pardo — Principal Environment Artist, Lighting, PCG, Material Pipeline
Overview

Sanctuary is a fast-paced third-person extraction shooter developed at Parallel Studios. The project reached first playable and was publicly presented before being placed on hold pending partnership developments. I was responsible for environment art across all secondary areas of the map, full-map lighting, and the integration and expansion of the material pipeline originally developed for Colony.

Environment Art

My scope covered the world surrounding the central map Point of Interest — caves, canyons, ruins, and the broader natural environment that gave the map its sense of place and exploration. Each secondary area needed to feel distinct while remaining visually consistent with the overall art direction and supporting the gameplay flow of the extraction format.

Lighting

I handled full-map lighting for Sanctuary, building on Unreal Engine 5's Lumen system to deliver real-time global illumination across a large open environment. Lighting was designed to support gameplay legibility and reinforce the atmospheric tone of each area — transitioning from open natural light in exterior zones to the more dramatic, constrained lighting of underground spaces and ruins.

Material Pipeline & PCG Biomes

Sanctuary was the second project to use the vertex colour / packed mask shader pipeline first developed for Colony. Moving from mobile to PC, the pipeline was expanded with higher resolution detail layers, more complex material blending, and additional parametric controls — demonstrating the system's portability and scalability across different production targets.

PCG was used extensively for natural environment propagation: vegetation scattering, rock placement, river systems, path generation, and biome-specific prefab distribution. This allowed the large secondary environment to be authored and iterated efficiently without manual placement of every element.

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