Spectre Divide: Early Explorations Pt. IV

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.

final exploration in engine shot (UE4)

final exploration in engine shot (UE4)

Style target concept art by Rob Lund

Style target concept art by Rob Lund

subtle details made all the difference in aiming to make a classic anime style AAA environment

subtle details made all the difference in aiming to make a classic anime style AAA environment

lighting variation

lighting variation

added skybox

added skybox

Look and feel shader explorations using post process materials and textures created by me. style#1

Look and feel shader explorations using post process materials and textures created by me. style#1

style#2

style#2

style#3

style#3

style#4

style#4

starting to add volume

starting to add volume

more volume to test LOD distances with characters in scene. These characters were not created by me.

more volume to test LOD distances with characters in scene. These characters were not created by me.