
This is a concept for when I worked on Firefall at Red 5 Studios. This was an ideation done on a blockout. (a buncha basic blocks put together to imitate the playspace). I went in and concepted out what it may look like once we artified it,so we could figure out what assets we would need to make for the area.
In this case it was The Rig, an aptly named oil rig turned to storage area for one of the game's companies. Meant to be a PVP location/stage I worked with some talented friends of mine Mike Altuna, David Kang and Steven Rich (all at Blizzard now, I believe). So I quickly painted out the look and feel for the area and this is one of the initial images we used. Main idea was to use some cool and warm neutrals and then have colour pops help define edges and items of importance. (Thus railings being yellow, upper platforms orange, etc). This was to not just make it look cool but also allow for different areas to have colour definition and unique items so you could tell where you were at a glance. It's messy because we were trying to save refined concepts for more exact items and save time since we had a very short amount of time allotted to each area. All very basic, but I am typing it out for any uninitiated.
In the end it actually hit pretty close to concept, though timeline and limited resources forced us to cut a lot, such as the towers at the top which weren't important so we could have more for the interior.
Thanks for taking a look!
In this case it was The Rig, an aptly named oil rig turned to storage area for one of the game's companies. Meant to be a PVP location/stage I worked with some talented friends of mine Mike Altuna, David Kang and Steven Rich (all at Blizzard now, I believe). So I quickly painted out the look and feel for the area and this is one of the initial images we used. Main idea was to use some cool and warm neutrals and then have colour pops help define edges and items of importance. (Thus railings being yellow, upper platforms orange, etc). This was to not just make it look cool but also allow for different areas to have colour definition and unique items so you could tell where you were at a glance. It's messy because we were trying to save refined concepts for more exact items and save time since we had a very short amount of time allotted to each area. All very basic, but I am typing it out for any uninitiated.
In the end it actually hit pretty close to concept, though timeline and limited resources forced us to cut a lot, such as the towers at the top which weren't important so we could have more for the interior.
Thanks for taking a look!
Category All / All
Species Unspecified / Any
Size 842 x 1030px
File Size 495.9 kB
I have some more stuff I'll be posting , yeah. I also have a couple things over on my DA account I never put up here..
http://jayaxer.deviantart.com/art/F.....cept-609963239
http://jayaxer.deviantart.com/art/F.....hots-610384785
http://jayaxer.deviantart.com/art/F.....Dump-610620989
http://jayaxer.deviantart.com/art/F.....cept-347782376
http://jayaxer.deviantart.com/art/F.....cept-338907748
Realistically I should probably upload those here sometime.
http://jayaxer.deviantart.com/art/F.....cept-609963239
http://jayaxer.deviantart.com/art/F.....hots-610384785
http://jayaxer.deviantart.com/art/F.....Dump-610620989
http://jayaxer.deviantart.com/art/F.....cept-347782376
http://jayaxer.deviantart.com/art/F.....cept-338907748
Realistically I should probably upload those here sometime.
Certainly. We only had acouple concept guys so I kinda had a hand in a lot of stuff. I did world building too, like the incarnation of in-game Copa Cabana was something I did. In fact, if you ever heard the signs in Copa talking about vacations and blah blah, the english audio was my voice.
I almost said "I didn't know you did 3D!" and then looked a little closer. Nicely done! You've been so elusive I had no idea you were this deep into the games industry. Oil rigs are some of my favorite constructs. How long did this take you?
Tangentially, I was pretty peeved when you won first place in the TF2 propaganda art contest in favor of the wrong class. Demoman with the Gunboats would've been astronomically fun.
Tangentially, I was pretty peeved when you won first place in the TF2 propaganda art contest in favor of the wrong class. Demoman with the Gunboats would've been astronomically fun.
It didn't take very long; we were on a tight schedule so I had to kinda just paint something up quickly that we could go on. Long time ago so I don't have an exact time.
To be fair on the TF2 contest I was a total jerk and entered both classes..blame Valve for choosing the soldier one as first place!
To be fair on the TF2 contest I was a total jerk and entered both classes..blame Valve for choosing the soldier one as first place!
It was a version of this one here: http://jayaxer.deviantart.com/art/T.....oman-135026050
I remember playing the game ever since alpha(even being one of those people who bought gold founder pack). It was really promising and had absolutely fantastic visual design of everything (the world, buildings, nature, vehicles, guns, armor, etc). Too bad the dev team turned out to be incompetent as shit, revamping and resetting everything all the time.
But anyway, fantastic work! Visually the game was a piece of art by itself, thanks to folks like you
But anyway, fantastic work! Visually the game was a piece of art by itself, thanks to folks like you
I was part of the dev team that did not reset everything! I don't talk about it much, but I will say development on the project was troubled and difficult to cope with.
A lot of good hard work went into the visual design, and some of the stuff that didn't make it in was just as cool!
A lot of good hard work went into the visual design, and some of the stuff that didn't make it in was just as cool!
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