I had the honor of providing Art Direction for Soundfall by Drastic Games. Here's some of the work I did for Soundfall's environment.
• https://artazi.net/ • https://twitter.com/Artazi_
Early exploration of the world made of sound and music.
Early 3D blockout of the Symphonia map.
Concept of the ingame map of Symphonia.
Final ingame asset by Guillame Provost, Ludwig Dresch, and Paul Poffenbarger.
Previsualization of the ingame map of each biome.
Early exploration of Brass Architecture.
Early 3D blockout of Brass architecture to explore the modular kit.
Paintover of the Brass walls to develop the benchmark for the modeling team.
Level draw over concept for the final Brass gate.
Early String Biome exploration.
Concept for the ingame map experience.
String Biome Concepts for the modular kit.
Early 3D blockout of Crypt Biome to explore the modular kit.
Paintover the Unreal level blockout to determine the visual benchmark.
Paintover unreal level proxymeshes.
Early Composer Architecture exploration.
Material reference for the environment modeling team.
Composer Architecture Concepts for the modular kit.