Week 2 - Iterating and Concepting
The second week of the semester was dedicated to doing a little more research and coming up with some concept art on three styles for the environment.
Sam and I both sought out references for underground bunkers, science labs and things of that sort to help us define what a 'human rat maze' might look like. I tackled painting some of the hallways and rooms in the styles we looked at. One of them involved having rocks, giving it a sort of dug-out without much clean-up look.
Above: This would be one of the main rooms (missing fillers, mostly painted to show the rocky style). Our game takes place in the middle east, so this was a possible idea to try and pull that into our game more visually, with possible sand creeping in through crevices, etc.
Above: Here is the same room, but using concrete and metals, giving it a more manufacturing facility/lab look.
Above: One concept of the hallways, using the sandstone, clay, rocky look.
Above: Another concept of the hallway, using the concrete/metal look, using also the original cool color palette.
Above: Concept for one of the storm doors (main doors that lead out into the rooms). I played with using the black & yellow warning stripes to give a feel of being in a testing facility.
Moving on to next week I will be working closely with our narrative designer and lead artist to nail down a bit more on the environment, and begin the creation of textures for major environmental modular assets.