Spectre Divide: Early Explorations Pt. III

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, and my aim was to nail the look of the concept provided. This time around we tried to go as simple as possible while maintaining our main references at hand. 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, 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.

Style target concept art by Rob Lund

Style target concept art by Rob Lund

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