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Over the period of a couple days I knocked out several areas of a level so we could get something blocked-in for the dev team. What this did was help cement some of the weird ideas the lead designer and I wanted to get out there. Nothing conveys mood more quickly than seeing vignettes like this. Not only does it help the team but it creates talking points both up and downstream.

Other Areas of this Project

"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" "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"

Quasar

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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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