Spectre Divide: Early Explorations Pt. II

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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For this specific exploration I teamed up directly with a Concept Artist to bring some of the desired look from his concepts into the game. Using rakes and colorful facetted shapes we aimed to create a fresh look and a unique style. This exploration uses a lot of the tech and assets we had set up during earlier explorations to make sure we were iterating fast, only focusing on the texturing style and lighting. As we were starting to ramp up on map production, we also tested a number of outsource teams to see what their output would be based on the provided reference guides.
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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.

concept art by Rob Lund. His expertise and artistic eye was a huge guiding point during explorations

concept art by Rob Lund. His expertise and artistic eye was a huge guiding point during explorations

outsourced tuk tuk scene test to advice on stylistic choices

outsourced tuk tuk scene test to advice on stylistic choices