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Let’s talk about concept art

You may know that, when it comes to developing a stylish videogame, quality concept art is kind of important.

It happened that our 3D modellers were running around the office with their heads on fire, yelling “we need more concept art for the latest levels! We don’t have nearly enough!“. We were puzzled at first: concept art? Then we realized. “Oooooh, they want more of those pretty images! Alas, let us go to those people who know how to make pretty images out of nothing, and inquire.”

Turns out, those people need references. No problem, we got tons of those! We started mentioning all the esteemed professionals we worked with, our past and current employers, rattling off a list of contacts to obtain those references. The pretty-images-makers were confused. Then we realized. “Oooooh, they want real images that recall what we would like to see on their pretty images! Alas, let us search the internet far and wide.”

(This may or may be not a fictional representation of our workflow).

Now that we are actually implementing those latest levels, we looked back at the concept art we created for them, and thought “maybe this is worth sharing”. So here you go: the third and fourth world for Redout will be based on Abruzzo, an Italian region with a remarkable coastline and even more remarkable food, and a Volcanic Island, a fictional place with not much food but lots of lava and underground shiny caves.

Enjoy the gallery!

About Giuseppe Enrico Franchi

Software developer and game designer, Giuseppe owns a Master Degree in Game Design from the IT University of Copenhagen. He worked on the 2013 IGF Student Showcase winner Blackwell's Asylum, and on the award-winning game Machineers. Loves game jams as much as football. Being Italian, that's quite a big deal.

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