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.
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As we were getting closer to the desired style these explorations became more technical and started to shift our focus more into gameplay related environment questions we still didn't have answers to. Things like environment inks/outlines and what they would mean for gameplay and reads. Collision and how it should be handled for a competitive shooter. Environment physics props and how they would react to the players interacting with them. At this time we also started to shift into turning blockouts into concepts and start sending the pieces to outsourcing, in which I had a great deal of involvement on choosing the studios to partner with, as well as manage all the environment art work being sent out to them by us. During this time I also offered the outsource artists art direction guidance, from paint-overs, vocal and written communication, to actual geometry and texture execution, on how to better nail our art style.
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Very thankful for the talented team at Mountaintop, and the creative freedom they allowed me to have during my time there.