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Aliens: Fireteam Elite Pathogen Materials Campaign 5

As the primary material maker at Cold Iron, I often create the base material that is widely used by the team. For Pathogen, we needed a gross, white, slimy version the Xeno hive to elevate the pathogens motif. Leaning into trypophobia, we wanted the materials to be gross and make the player feel uneasy to be around. Iterating with our lighting artist we went back and forth to sell a translucent goopy material that was also performant on the Xbox One and PS4.

I created the materials for the pathogen expansion to be slimy, gross, and translucent. Valkyrie Entertainment crafted the OG hive meshes and they were modified by Konrad Beerbaum and Dana Loud to be more sinewy and gloopy.

I created the materials for the pathogen expansion to be slimy, gross, and translucent. Valkyrie Entertainment crafted the OG hive meshes and they were modified by Konrad Beerbaum and Dana Loud to be more sinewy and gloopy.

I created this POM landscape material, referencing trypophobia images to make an unsettling ground to squish around on.

I created this POM landscape material, referencing trypophobia images to make an unsettling ground to squish around on.

I created all the materials in this shot which is to show many black goo urns had been let loose. Set dressed by Erik Saulietis

I created all the materials in this shot which is to show many black goo urns had been let loose. Set dressed by Erik Saulietis

The Engineers were killed by an unknown weapon centuries ago and their remains became petrified, material by me.

The Engineers were killed by an unknown weapon centuries ago and their remains became petrified, material by me.

Our moss material that is on basically all the outdoor asset.

Our moss material that is on basically all the outdoor asset.

I created a moving water material that can be vert painted to calm the water down around areas where it would pool rather than rush.

I created a moving water material that can be vert painted to calm the water down around areas where it would pool rather than rush.

Konrad Beerbaum and Dana Loud modified the great hive assets created by Valkyrie Entertainment to have sinew and gloopy bits™. My materials complimented the macro forms by making it even more gloopy and slimy.

Konrad Beerbaum and Dana Loud modified the great hive assets created by Valkyrie Entertainment to have sinew and gloopy bits™. My materials complimented the macro forms by making it even more gloopy and slimy.