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 exploration my aim was to nail the look of a provided concept inside the engine. We leaned harder into the 90's anime watercolor looks from classics like Akira, Ghost in the Shell, and Cowboy Bebop. This technique required softer, more subtle color variations, with less contrast on the grunge, and more emphasized edge wear and grime. 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, lighting, and color palette.
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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.