Gameplay Objects

Heart Object. Used as an important capture-able mcguffin for gameplay loop.

Heart Object. Used as an important capture-able mcguffin for gameplay loop.

Looping performance.

Anomaly Entrance. Used as a portal to other portions of the level via player's jumping in.

Anomaly Entrance. Used as a portal to other portions of the level via player's jumping in.

Looping performance.

Revive Shrine. A special location in the game where players can revive fallen teammates by activating the shrine.

Revive Shrine. A special location in the game where players can revive fallen teammates by activating the shrine.

Activation performance.

Upgrade Shrine. A special location where players could select a series of upgrade options.

Upgrade Shrine. A special location where players could select a series of upgrade options.

Activation performance

Spawn Rift. A object used to provide visual motivation for spawning combatants.

Spawn Rift. A object used to provide visual motivation for spawning combatants.

Activation performance.

Gameplay Objects

These images are from an unreleased project that I had the pleasure of being Environment Art Lead for. These images represent early look dev work and prototyping for various gameplay objects prior to more dedicated support from other disciplines. Work included modeling, materials, vfx and blueprint logic setup.

Art Direction - Jedd Chevrier.
Concept Design - Alex Neonakis and Max Frorer