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Initially we were focusing on four characters and two body types for each gender. They would be representative of the body types of the entire populace and the jobs they would do the Workology world. Characters are easily the most controversial element in any game, and these were no different.

"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

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"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

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"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

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"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

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"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props"

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"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

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"shane white" "studiowhite" "video game" "concept art" "bluesky" "characters" "environment" "blue sky" "interface" "cover" "weapons" "props" "vis dev" "art direction"

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