Production designs, paintovers and miscellaneous odds and ends for a cancelled moba project by Epic Games.
Art Director : Chris Perna
Holy smackers! Large lineup of pieces here, all to scale. This side of the map was being called "Dawn" like the dish detergent.
Here were designs for some of the smaller chunks. Underneath all this are corresponding geo from the opposite side of the map, which was being called "Dusk."
Here I am playing with which parts of these pieces could be gold-capped. Gold makes anything look important. Teeth, ancient idols, fancy frames on pictures you don't like...
Oh lookie. Here's a proxy mesh I built to show placement of various parts. You don't want to know the program I made it in. It would make me sound old.
I furnished an overpaint of a massout, showing what was happening on the other sides.
Same thing, taken a bit further.
Same dealio here. Just trying to bring it closer to the initial concept.
Here, too. My stuff is often rough and leaves a lot of room for...uh...interpretation. You should probably not hire me.
Pillar overpaint. Sorry I'm not crediting the 3D artists here. Loads of people were working on this map at the same time, so it's all a blur.
Arch overpaint. Scott Homer, are you there? How did you guys ever put up with me?
Callouts for the previous file, where my details were too hazy.
A jump pad and some floor proxies.
Screenshot overpaint.
Biiig screenshot overpaint with proxy geo I made.
Floor stuff. Look at this gloppy mess of paint strokes! How much are we paying that guy?
Callout to clarify.
If I deserve a nickname, it should be "The De-busy-fier." I'm sure the 3D guys can probably come up with a few others. "The Lazy Concept Artist" springs to mind.
There are so many captions I want to write for this, but...just use your imagination.
Don't you just want to spawn here? If you do, just *please* clean the pool after yourself.
Boy, I tell you, I am handy to have in a pinch. Mr. Loopy Loos and Swirly-Swoos, that's me!
Over to the Dusk side! Big ol' mushy, too bendy gate and wall.
Tetanus shot gate. B would have never worked, collision wise, but it sure does look cool.
Tetanus shot gate pt. 2 with repeating wall pieces.
Tetanus shot gate pt. 2 with *different* repeating wall pieces.
Tetanus shot gate pt. 2 with *more different* repeating wall pieces.
Orthographic views for aforementioned repeating wall pieces.
Same thing, just with more color breakup.
More tile chunks.
Alternates on Zak Foreman's Dusk Gate.
Zoomed out version of Dusk Gate, overdrawn.
This one looks the same as that last one but I assure you, it's different.
Callouts. Hey, Canadians, do you call these "Call-OOTS?" That's right. I made fun of your accent.
Spire OP #1
Spire OP # 2 (btw, do you guys ever burp and it smells like a rotting tree stump?)
Alternate arch idea.
Quickie-style overpaint for a piece of level geo. The envrionment guys furnish me with an in-progress shot and I do callouts. Pretty standard video game stuff.
I think here I was given specific dimensions for a starting platform and had to design within it, so I stuck to my crappy 3D program while exploring various configs. When you need something to be EXACT, I really don't see any other way.
Okay, this one is looking better. Still with the hexes, but not as flat. Plus, lines for speeeed!
Another version, but with triangles. Simple shapes, man. You can't get away from 'em.
At one point there were these ramps that looked like cat ears.
You high-end 3D guys are probably all laughing at me. Whatever, man! They're stairs!