Concept/Prototype Phase
Style Development
Final Lighting & Polish
Concept/Prototype PhaseWe started off with some initial concepts from Arnie Jorgensen. Asset paints were then created by both Arnie and Eric Dagley. Eric comped these assets with painted lighting in Photoshop as reference. With 2D textures exported and hooked to planes, I quickly blocked out the stage set dressing using our procedural mission system. The goal at this stage was to just get this in a rough playable state.
Style DevelopmentI wanted to better utilize the environment features packaged into Unreal to improve lighting & atmosphere, as well as introduce more 3D assets into the scene. This required some experimenting with handpainted normal maps and displacement maps for our 2D assets to help marry them with the scene better.
Final Lighting & Polish I’m really proud of where this biome landed in the end. It was the test bed for Stoic’s procedural mission system, as well as art style exploration. It became the guiding light for all future biomes.
Assets and set dressing pictured are made by a huge array of people at Stoic and Airborn:Myself, Eric Dagley, Pavel Elagin, Pedro Damasceno, Dominik Gröstlinger, Ilka Hesche, Jeremy Boulivet, Jonas Kunert, Valeria Traverso, and Kaat Van Thillo
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