Habashi Square - Shrapnel

As Lead Environment Artist on SHRAPNEL, I collaborated closely with Art Director Jay Prochaska to establish and maintain the environment’s visual direction, translating the project’s artistic goals into actionable guidance for the internal and external art teams. The scene shown here reflects the combined work of those teams, with my contributions spanning art leadership, asset development, building design, and set dressing.

I led environment asset production, guiding visual quality, technical execution, optimization, and consistency across the space. I also oversaw development of the modular environment kit, providing direction and feedback to support cohesive architecture, efficient level construction, and technical requirements. Throughout production, I reviewed the Sperasoft team’s work and provided ongoing feedback on style, fidelity, and performance.

Alongside my leadership responsibilities, I contributed directly to the environment by designing and assembling several buildings using the modular kit and participating in map set dressing. I also revised selected marketplace assets, refining geometry and creating new textures in Substance Painter to support the scene’s final visual direction.

The setting:
Habashi Square is a fictional interpretation of a recognizable Japanese square within SHRAPNEL’s Sacrifice Zone. After an asteroid destroys the Moon, lunar debris containing a valuable resource called Sigma falls to Earth. Abandoned by its residents, the square becomes a battlefield for corporations and mercenaries competing to recover the resource.

Additional credits:
Vehicle art: Sperasoft, Danny Rodriguez, and Patrick Hudon.
Selected billboard graphics: Duane Santos.
Map set dressing: Sperasoft, Jay Prochaska, and Sherif Habashi.