This was a prototype of what eventually became Everquest Next. It was eventually dropped in favor of pursuing the voxel version of the game that eventually shipped.

I was the environment lead of a small team of artists, working to establish an art style and establish quality standards. I pushed the team to start using Zbrush, becoming the first project at the company using high poly baking pipelines.

Screenshots show the final result of the entire team's work, which I directed. My own contributions were limited to terrain work, natural props (trees, rocks, grass), lighting, and object placement.