ABOUT

- Genre -

Action, Adventure, 3rd person

- Platform -

PC

- Developers -

Outsiders

- Role -

Junior 2D Concept Artist - Freelance

- Main missions -

- Softwares -

Photoshop

ENVIRONMENTS

My main task was to create concept art for the game's environments, mostly to build a first vision for certain locations. As such, I worked on three main villages to start figuring out their identity.

MECHANISMS

I then spent time creating the type of mechanisms used by robots and workers of New Cairo, which would be found in the demo level. The tough part was to fit an art direction built on futuristic aspects without falling into the full science-fiction trap.

DEMO LEVEL

I also participated in the visual development of the demo level with visual concepts of the level design but also props to give life and coherence to the level, so as to show that there is activity in the mines.

VILLAGES / ENVIRONMENTS

Sketch of the village of Equinoxia, serving as the main hub during the adventure
Equinoxia house, mixing influences of Solarpunk et Maghrebin architecure
Sketch of the Sandbreakers' village, built directly on Mount Sinai
Crystals and rocks concepts
Sanctuary concept (Life Regeneration)

MECHANISMS / PUZZLES

Sets of mechanisms for the mines level
Sets of machines and props for the lower level of the mines
First sketchs of hidden doors for the special bosses.
Doors for the special bosses
Example of an ancient robot to visualize robot parts which could be found in the sand

DEMO LEVEL

Concept Art of the upper level of the mines
Concept of the first lower-lever part of the mines
Quick concept of the boss room

GRIEF CINEMATIC PANELS

Concept for a cinematic panel to introduce secondary quests linked to emotions
Concept for a cinematic panel to introduce secondary quests linked to emotions
Concept for a cinematic panel to introduce secondary quests linked to emotions

Copyright 2024 Maxine Gentile - Art & Web design