Dev Blog - Concept Art

Hello, 

My name is Patrik Rosander and I’m a concept artist at Fatshark Games. In today’s dev blog I will be taking you through my process for doing environment concept art.

White box layout by Johan Vargek, technical level designer

White box layout by Johan Vargek, technical level designer

The basic layout of the space is modelled in our level editor by our level designers. Basing my work on models from the levels ensures that the space will work with gameplay.

Concept sculpt

Concept sculpt

Using the level designer’s model as a base I then add details using 3d Coat, a sculpting and modelling software. In this case the level designers had already completed the barn’s structure. My task was therefore to add another level of detail on top of it while maintaining the original layout.

Finished concept sculpt

Finished concept sculpt

At this stage I’ve finished the concept sculpt and imported the 3D models into Keyshot, a 3D rendering software. If you compare this image to the final one you can see that all the major elements of the image are in place and the mood of the image is starting to take shape.

Texturing and painting

Texturing and painting

Using Photoshop I then apply textures and paint on top of the 3D render. This stage is all about making the different materials read properly in the eyes of the viewer. In short, making hay look like hay, wood look like wood and inserting painted details that were missing from the concept sculpting stage.

Adjustments & flares and more haze

Adjustments & flares and more haze

I finally add haze to give the image depth and flare to make the sun pop, giving the image a proper sense and source of light. As a finishing touch, I paint in some highlights and tweak the colors and brightness to set the final mood.

The rat ogre in the barn is looking forward to some company!