Spectre Divide: Early Explorations Pt. I

Very early screenshots of Spectre Divide environment art direction explorations using Unreal Engine (UE4). During this time I worked directly with the Art Director, the Art Lead, and a Concept Artist, to try to nail down a unique anime look that achieved stunning visuals and quick reads for the type of game we were aiming to make.
.
.
Results from first material exploration tests include plaster, brick, asphalt, glass, metal, wood, plastic. I was also able to start exploring skyboxes and vista tech very early on. At the same time, I also got to constantly collaborate with a team of level designers and systems/hero designers to accommodate art needs to gameplay, as well as provide quality feedback on playtest sessions.
.
.
Very thankful for the talented team at Mountaintop, and the creative freedom they allowed me to have during my time there.

Early material tests in engine screenshot 1

Early material tests in engine screenshot 1

Early material tests in engine screenshot 2

Early material tests in engine screenshot 2

Early material tests in engine screenshot 3

Early material tests in engine screenshot 3

Exploring modularity and stylistic level of detail

Exploring modularity and stylistic level of detail

Y up mask could control the height and also be tinted any color always true to my pick from the wheel

Y up mask could control the height and also be tinted any color always true to my pick from the wheel

Procedural textures using rakes and faceted shapes from art direction reference. Early materials lacked color layering.

Procedural textures using rakes and faceted shapes from art direction reference. Early materials lacked color layering.

vertex paint tests

vertex paint tests

Color layering added to break up materials and nail in the look more

Color layering added to break up materials and nail in the look more

wood ( :

wood ( :

subtle facetted details make the difference for the look we were trying to nail at the time

subtle facetted details make the difference for the look we were trying to nail at the time

performant shaders compared to earlier explorations

performant shaders compared to earlier explorations

using a generated baked AO combined with a mask to add different shapes or styles to the meeting points / edge areas

using a generated baked AO combined with a mask to add different shapes or styles to the meeting points / edge areas

Baked lighting with applied materials

Baked lighting with applied materials

ability to tint the mask as well as add contrast / strength

ability to tint the mask as well as add contrast / strength

texture LODs

texture LODs

Material tech and mod kits applied in internal playtest level image.1

Material tech and mod kits applied in internal playtest level image.1

blockout level image.1 (for comparison only, I did not work directly on these. I do not own these level designs)

blockout level image.1 (for comparison only, I did not work directly on these. I do not own these level designs)

Materials and mod kits applied in internal playtest level image.2

Materials and mod kits applied in internal playtest level image.2

blockout level image.2 (for comparison only, I did not work directly on these. I do not own these level designs)

blockout level image.2 (for comparison only, I did not work directly on these. I do not own these level designs)

Materials and mod kits applied in internal playtest level image.3

Materials and mod kits applied in internal playtest level image.3

blockout level image.3 (for comparison only, I did not work directly on these. I do not own these level designs)

blockout level image.3 (for comparison only, I did not work directly on these. I do not own these level designs)

Materials and mod kits applied in internal playtest level image.4

Materials and mod kits applied in internal playtest level image.4

blockout level image.4 (for comparison only, I did not work directly on these. I do not own these level designs)

blockout level image.4 (for comparison only, I did not work directly on these. I do not own these level designs)

Fun little UE4 blueprint with variables for humming drones.

Fun little UE4 blueprint with variables for humming drones.

Skybox material tech combining UE4 materials and smart UV'ing

Skybox material tech combining UE4 materials and smart UV'ing

UV scrolling drones

UV scrolling drones

Using primitives to figure out the right amount of immediate vista parallax'ing with background elements and cards

Using primitives to figure out the right amount of immediate vista parallax'ing with background elements and cards