Heres some concepts for the Dark Matter base in Defiance which is located off the shores of San Francisco. On Defiance, i was charged with fleshing out a lot of the design and visual of the Dark Matter faction of the game and getting to explore the main base of these guys was a tonne of fun. This is pretty close to the end game stage and is supposed to present a sharp visual contrast from the other areas of the game particularly the rolling hills and post-apocalyptic civilization feel of marin.
The first image is a pulled out shot of the overall base, the second is a closeup shot of the front section of the base right before the bridge which is a checkpoint of sorts. The final image is an interior shot that also served as a Dark Matter interior design reference shot for all other dark matter interiors. The fractal pattern and monotone cool color scheme that can be seen in the other dark matter designs in my previous post, can also be seen in this image.
Thursday, May 30, 2013
Friday, May 24, 2013
EMC Tech
The mobile armory in particular started out as a simple weapon vending machine which seemed like such a cliched idea but with the ideas and guidance of both me and the art director, gradually evolved into a mobile weapons distribution unit created by the Von Bach conglomerate. The idea for the final design is that it would basically be two parts, the front end of the vehicle is where the engine and computer would be and the back unit would be a modular container like device that can be refilled simply by swapping it out. This is attached and reinforced by metal struts and there are turret attachments on the vehicle to defend it from attacks. The vehicle crawls through the wasteland on treads and has a plough in front to clear the way and protect itself from mines.
The other props are a bit more straightforward.
Wednesday, May 22, 2013
Dark Matter
On defiance i was lucky enough to be tasked with developing a visual
language for the Dark Matter faction of our game. The Dark Matter are a
military alien collective that have spun off from the Votan and have
taken over San Francisco as their base in the bay area.
I started out with quick black and white sketches and gradually with the help of my art director and designers, started steering them in a direction that we felt confident of. The designs ended up being very angular with a pale, drab color scheme that we felt fit the militaristic theme of the Dark Matter units, and was kept intentionally well worn and dark to contrast against the pale white and red of the Dark Matter soldiers and other units.. This was punctuated by hints of high tech machinery and u.i projections here and there, creating areas of rest in the white outer casing of the buildings and areas of detail in the tech details and machinery. We used fractal patterns as an interesting design theme that we overlaid on our buildings as a high spec texture and also used in our energy fields, an idea i suggested that made it into the final. This fractal theme was carried through to many parts of our dark matter design from environments, props to characters.
I started out with quick black and white sketches and gradually with the help of my art director and designers, started steering them in a direction that we felt confident of. The designs ended up being very angular with a pale, drab color scheme that we felt fit the militaristic theme of the Dark Matter units, and was kept intentionally well worn and dark to contrast against the pale white and red of the Dark Matter soldiers and other units.. This was punctuated by hints of high tech machinery and u.i projections here and there, creating areas of rest in the white outer casing of the buildings and areas of detail in the tech details and machinery. We used fractal patterns as an interesting design theme that we overlaid on our buildings as a high spec texture and also used in our energy fields, an idea i suggested that made it into the final. This fractal theme was carried through to many parts of our dark matter design from environments, props to characters.
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