More work from V1 Interactive's "Disintegration".
1) The first 4 images are city design. The first image are a number of
designs for buildings. The key was these needed to feel like "near
future", so they needed to walk a careful line, modern day with a touch
of future, without going full Syd Mead. Next are some store fronts in
the city, these needed special attention since the gravcycle was going
to spend most of its time near the ground, not way up high by the tops
of the buildings. Then a few explorations how the storefronts would be
integrated into the buildings. And finally, while I'm no videogame
designer, as a concept artist I was constantly trying to create
buildings that allowed the player to be tactical, areas the player could
hide behind, hide in, ledges to hover over, basically ways to traverse
the city that were more interesting then just walking / floating down
the street. A good concept designer must always think about the player
experience, and of course listen to the needs of the game designer, as
they are the expert in that area.
2) This is a dusk shot of what the deserted city might look like. Painted over top a greybox scene, the main design challenge was how much should light should come from man made sources (after your team managed to hook the power grid up to the city) vs the sky. You needed to be able to see for the mission, but it also needed to feel like dusk / night.
3) A wide shot of the city, this was a paint over on a greybox model, neutral lighting. There was a lot of back and forth on how ruined the buildings should be, should it be really beat up because of decay and the battles that happened there decades ago? Should it be abandoned but still mostly intact? How much plant growth should there be? This was a first stab, going for a more abandoned feel instead of ruined.
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