Flight deck environment for a derelict spacecraft. Affordances have been tweaked for a third person view. The scene function both as a physical space for the player to explore as well as a UI for time travel puzzle events.
Overhead view of the flight deck environment in the previous image.
Shantytown where wrecked spacecraft are scrapped for useful equipment and precious metals. A personal exercise to try and achieve nuance with palette and narrative. The junked truck on the ramp is being used as a donkey engine for running an electric furnace.
Unreal Editor 5 light and composition study.
Realtime light and FX allow rapid buildout of playable prototypes.
The bones of a titan.
Point of interest concept for an ice level in GALAHAD 3093.
Radar tower concept for GALAHAD 3093. Unusual challenges here were the limited range of textures and polycount available for performance reasons. Final asset was heavily modular and composed of instanced geometric sections flipped and offset.
Ice base POI exploration. Central to the level, the silhouette of the structure would be visible from most points of the map so the shape language was important for environmental storytelling as well as orientation.
The crane structure from the mass driver level in GALAHAD 3093 was a technical and artistic challenge where once again modularity allowed the construction of a large (and potentially physics-enabled) structure with both high fidelity and a miserly use of texture space.
This image in particular showed how the use modular elements with multi axis symmetry allowed something really special to be built within a tight texture budget.
Some examples of the use of modular components within the crane structure. The grid offset between the inner slide and the outer framing helped avoid visible tiling.
Early crane concept before the establishment of scale and technical limitations.
The crane was a massive structure an the verticality of play necessitated thinking about collision and visual interest from all angles.
White box paintover of a WW2 shooter map with an eye towards multiple paths of action and verticality.
Base geometry. Max screengrab but an Unreal blockout would be an even better choice these days.