Besides being the Act III environment lead, I was also fully responsible for Docktown (Kurast Docks). This entailed the initial blockout, where I created proxy geo that would align with the original D2 layout and the orthographic camera. I then packaged up all the proxy models along with an illustrated call-out sheet detailing what was needed from the outsource studio. I supervised all of the outsourcing for Act III, so all the Docktown models were vetted by myself and the art director, then at a later stage, I processed all the textures to convert to a PBR shader and did quality and consistency passes on each texture set. Some models also needed modifications or additional kit-bashing to achieve their final look. Once the final game-ready models had been added to the scene, I added various props, foliage, decorative elements, decals, and other narrative details. Finally, I was also responsible for the terrain textures - several stone textures layered with mud and gravel textures, all made in substance designer. The large white symbols/sigils on the ground were also created in designer.
Additional Credits:
Foliage creation - Mark Hernandez and Michael Manfredi
Lighting - Wyatt Glenn
D2R Environment Lead - Jeffrey Lee