Dune: Awakening was all about building believable spaces that felt harsh, lived in, and unmistakably Arrakis. My focus was on creating strong location reads from every angle, supporting gameplay flow, and pushing set dressing that told stories without needing dialogue.
A big part of the work was making sure environments held up not just as a “nice shot,” but as full navigable spaces. That meant constantly thinking in 360: how silhouettes read from distance, how the space guides the player naturally, and how composition holds together whether you’re approaching on foot, cresting a dune, or entering from an unexpected angle.
I was overseeing several of these areas for cinematic artists to go in and move thier camera work around.