
Darkpaw Games
2021-2023

EverQuest
Environment Artist / World Builder
Darkpaw Games
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World Building
Zone Planning
Map Design
Concept Art
Level Design
Modeling & Texturing
Material Creation
Playtesting
Lighting
Particle Effects
Gameplay Set Up
Modular Kit Building

Darklight Caverns
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My first fully original EverQuest zone, created in collaboration with designer Erinn Fecteau, was a surreal cave network where players chase a massive owlbear into a hidden, magical world. Inside, bioluminescent mushrooms tower over tiered waterfalls, strange tunnels wind through fungal growths, and giant spiders lurk in the shadows. Building this zone was a blast—especially crafting the layered vertical spaces and whimsical, otherworldly atmosphere that set it apart from traditional fantasy caves.
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Based on a simple design brief I was afforded complete creative control of this zone.
Beginning with blockouts, researching environmental elements and theming. Concept, model and material work of the zone. Establishing metric safe combat spaces, art and design to support narrative.
Last I creating the lighting, set dressing and particle systems used through out the level. As well as maintaining and testing the technical parameters like drawing volumes, zone portals and maintaining framerates.
Level Development

Ruins of Shadow Haven
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This zone was designed as a continuation of the chaos unleashed by the rampaging owlbear, following its destructive path through a reimagined version of the classic Shadow Haven.
Based on design briefs from Adam Bell, the goal was to transform the familiar space into a war-torn landscape marked by devastation and resistance. Players traverse shattered architecture, makeshift fortifications, and refugee encampments hastily assembled in the wake of the destruction. The contrast between the city’s former grandeur and its current state of collapse provided a compelling backdrop for environmental storytelling and visual world-building.
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Utilizing research from the original Shadow Haven I created a destroyed replica of all familiar locations to long time EverQuest players.
Because much of the zone was already established my duties included creating the zone from the ground up in 3d. Creating materials, props, visual theming and narrative support.
Finally ensuring the level was technically sound, applied lighting and particle work, set dressing and created new materials.

Umbral Plains
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This was my first zone after joining the EverQuest art team—a reimagining of the classic Umbral Plains, updated to reflect changes in the game’s lore. A key part of EverQuest’s world-building philosophy is preserving the spirit of its legacy zones, so we worked closely with the original layout and iconic details, ensuring long-time players would recognize and appreciate familiar landmarks.
For this zone, I created many of the materials using photographs from my home, processed into tileable textures with Substance Designer—bringing a personal touch to a world shaped by both history and evolution.
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A deeply familiar zone to players of EverQuest a lot of my duties were to build on top of familiar settings and locations.
Creating the level from scratch I worked on new changes and flow within the zone. Creating models and materials. Set dressing, lights and particles.
Ensuring it was technically sound through playtesting.