Corrode

I joined Corrode halfway through production, when the map was already in art blockout stage, and helped finalize several areas. Corrode presented an interesting challenge to me, as it was the first map I worked on in Valorant. Valorant is first and foremost an esport, and because of that, the art style must adhere very closely to strict level design and performance boundaries. These limitations force us, environment artists in the team, to get creative and try to push the art as much as we can, while serving the gameplay and technical limitations, creating interesting areas that read well visually, but also runs on all kinds of hardware.

My contributions consisted mostly of taking the buildings in these screenshots from art blockout to completion, sometimes using concept art as inspiration, and other times using imagination/references to come up with something. I also helped create new shaders and introduce new art techniques to the team, and spearheaded a complete overhaul of our internal environment art tools. I also contributed to a few textures here and there, but most of the tileset was created by other members and finalized by Selena Tobin.

This map was a huge team effort. All these amazing people touched an aspect or another of the map: Daniel McGowan, Tobias Koepp, Michelle Lee, Eric Durante, Selena Tobin, Teck Oh, Hans Myaard, Delyan Farashev, Sabrina Echouafni, Nate Rogers, Kevin Brunt, Michael Shinde, Andrew Phan, Ava Crutchley, Maxime Lecas, Martin Elsaesser, Xiaoxiao Ma, Yuanxing Cai, Mark Serena, Bruno Afosenca, Joey Simas, Diego Varona and many others!

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