Showing posts with label environment. Show all posts
Showing posts with label environment. Show all posts

10.28.2012

Concept - Nebelmeer

Quick concept for Nebelmeer! It's hard for me to make plains look interesting, so I'll come back to this design later and try and think of something more interesting.

10.15.2012

Concept - The Splintered Shore

One of the regions for Wanderings. Only seven more regions to go! I want to do one of these for each of the regions, and then work on specifics of each region, if there's something particular of note. And then go back and redesign, if the group deems it necessary.

..and then I might do more of this region on my own time, because I think it's pretty cool.

7.30.2012

Concept - Lattice Caverns

Concept of some caverns in the (semititled) game I'm working on! Someday, I'll concept in color again. Maybe. 2.5 hours.

7.01.2012

Concept - Caravaning

Quick concept for untitled of a panoramic of some caravans traveling in the deserts. Next up, some village or bustling city! This took approximately 1.5 hours. I've been working like crazy on the Ninth Circle and the planning of the other graphic novel, so this probably won't get updated much with anything other than concepts for untitled.

5.30.2012

Concept - Desert Arena

Concept/potential in-game background for one of the battle scenes. It's a crystalline cavern that formed in the ribcage of what the new desert giants are going to look like -- or something.

4.12.2012

Concept - Hills & Bones


Very, very rough. I was trying for something else entirely, but it wasn't working out at all. So I said, forget it, drew on top of it, and came up with this. More of a palette/general feel concept than an actual environmental one, I'm afraid -- I'll have to think of more interesting things to put in the hills.

4.06.2012

Concept - Coast & Bones

Just a potential conception of the coasts for this game.

3.24.2012

Concept - Sand & Bones

Quick concept piece for an untitled project I'm working on with some other folks. This one's of the desert-scape. Deserts are difficult. There isn't much in them that's interesting. They're just sand dunes!

3.16.2012

Concept - The Cliffs

This is the second version of the Cliffs, and it definitely came out better than my first attempt, but it's still not quite there. Architecture is difficult.

3.07.2012

Concept - Upper City Bar

Demitri "Demy" Stiles is the character at the very front of the shot -- I'll be concepting a design for them in the near future.

Concept - Cliff Shrine

Skyvein remembers the dead with these shrines, which number about half a dozen for the Cliffs and one or two for the Upper City. Inside, each person has a drawer which remembers them -- it pulls out to display a hologram uses the entire shrine (or room) as its screen to play the final farewell of the deceased. Most of the shrines in the Cliffs are surrounded by graffiti and rundown houses, but are usually fairly well-kept themselves. 

3.01.2012

Concept - The Keep

Lighting works! This was the other painting I was working on simultaneously with The Wishing Well, and one other that completely fell through.

2.14.2012

Concept - Faery Outpost

Faery colony living in the vines twining around a street light. Inspiration from a real light that had vines twining up it near my sibling's old apartment.

11.11.2011

Concept - Tunnels

I could draw environments every day and not run out of material, at this rate. It's pretty amazing, but I really need to work on some character/creature/object designs!

11.08.2011

Concept - Caverns

I've never done a concept sketch this quickly. It took me a little over an hour to finish this. And I actually like it. What's going on? Yay.


I came out with a massively bruised knee, but no injury has ever been worth it as much as that one was. What was there, below the streets and sidewalks that you walk and bike and drive over, were colossal caves, caverns, tunnels. You could get lost there. I did. And without the light, what would you do? There, in that deepest, darkest black where the sun wouldn't hit even if it were out, how would you find your way back? I came back with stories, with the remainder of gorgeous rock formations burned behind my lids, and an even more pressingly, consumingly urgent need to go back again. Tomorrow.

10.24.2011

Concept - flooded cathedral

I am starting to like the atmosphere of this, but I don't feel like it's a fully fleshed out, environmental concept. It doesn't have enough detail, and it has entirely too much. Oh, well. Next!

6.14.2011

Cower - Initial Factory Exterior

Just working out thoughts for what the factories/processing plants could look like from the exterior. I'll touch this up and post a better version later (unless I find a different direction to go in!).

5.13.2011

Cower - Colosseum Color

Starting to figure out how to go from a greyscale sketch to color...this looks significantly better than my prior straight-to-color attempts, so I have hope! Still having difficulty getting the level of detail I want into my environments, so I'll probably post something soonish that is hyper-detailed.

5.07.2011

Cower - Colosseum

Finally. I finally figured this damned colosseum out. And it stemmed from thumbnails! So I'll definitely be trying to do those some more. Slight explanation until I render a better concept of this, where you can actually see what's going on: the spheres are cameras recording and live-feeding the fights, which are happening on the different tiers of the colosseum in the background; the audience is seated around the tiered colosseum, with many screens showing the live feed. Higher detail sketch coming soon (possibly with color?).