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Unpublished Project - Environment Concepts

A bunch of environment concept work for an as-yet unpublished game! And that's as specific as I'll get about that for now!
Some of these concepts feature 3D work by Annie Hsu and David Giordano. My co-concept artist on the project was Nikki Dawes, so some of her work is in there as well. My creative director was Ben Zweifel.
https://www.artstation.com/davidgiordano
https://www.artstation.com/theanniehsu
https://www.artstation.com/benzweifel
https://nikkidawes.com/

The very first environment sketches I did for the project. Designs for a ruined alien bridge.

The very first environment sketches I did for the project. Designs for a ruined alien bridge.

Some more very early exploration, with walls and pillars and whatnot.

Some more very early exploration, with walls and pillars and whatnot.

Early sketches for the Beacons, an important environmental prop for environmental puzzles.

Early sketches for the Beacons, an important environmental prop for environmental puzzles.

More refined beacon sketches, showing how they might emit vfx in rippling patterns. D is the closest one to the final design we went with.

More refined beacon sketches, showing how they might emit vfx in rippling patterns. D is the closest one to the final design we went with.

First round of sketches for the aptly named Big Beacon. In contrast to the normal beacons, which were interactive gameplay objects, this was more of a big environmental setpiece that you could climb around inside.

First round of sketches for the aptly named Big Beacon. In contrast to the normal beacons, which were interactive gameplay objects, this was more of a big environmental setpiece that you could climb around inside.

Some sketches for the inner faces of the Big Beacon.

Some sketches for the inner faces of the Big Beacon.

Sketch of the final design of the Big Beacon.

Sketch of the final design of the Big Beacon.

Some big pillars for the background of a setpiece area. I sketched these after we had developed our architectural style much more.

Some big pillars for the background of a setpiece area. I sketched these after we had developed our architectural style much more.

Floor design for a boss arena. I utilized some diagrams of prime numbers that I found online for some of the repeating circle designs, to lightly hint at some sort of advanced mathematical profundity and lost knowledge.

Floor design for a boss arena. I utilized some diagrams of prime numbers that I found online for some of the repeating circle designs, to lightly hint at some sort of advanced mathematical profundity and lost knowledge.

Some pillars and the so-called "temple" to decorate the same boss arena.

Some pillars and the so-called "temple" to decorate the same boss arena.

The floor design pasted in to an early mockup of the boss arena, to show how it might look partially flooded. 3D assets mostly by Annie Hsu, I believe.

The floor design pasted in to an early mockup of the boss arena, to show how it might look partially flooded. 3D assets mostly by Annie Hsu, I believe.

Some sketches for how our architecture might looked when encrusted with cosmic corruption.

Some sketches for how our architecture might looked when encrusted with cosmic corruption.

Various designs for treasure chests and little caches of currency or XP or whatever. We ended up using a few of these as light fixtures and interactable switches as well.

Various designs for treasure chests and little caches of currency or XP or whatever. We ended up using a few of these as light fixtures and interactable switches as well.

The first of what is, in technical game design terms, a metric shit ton of different versions of how our cosmic realm might look.

The first of what is, in technical game design terms, a metric shit ton of different versions of how our cosmic realm might look.

(Nikki Dawes might have done this one, but we did so many so long ago that I don't remember!)

(Nikki Dawes might have done this one, but we did so many so long ago that I don't remember!)

A mockup of a map or mission selection screen background, contextualized as a nautical map. Since this was always intended as an internal placeholder, most of the bits and pieces are just from google.

A mockup of a map or mission selection screen background, contextualized as a nautical map. Since this was always intended as an internal placeholder, most of the bits and pieces are just from google.