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.
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1 comment:
Cockburn residential air conditioning installation said...
Really cool breakdown! I love hearing how the mobile armory evolved from a cliché into something that feels grounded and functional in the world. That modular container idea makes so much sense for a wasteland setting. Quick and dirty sketches or not, it’s awesome to see how much thought went into every detail—especially that plough and turret setup.
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