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Splitgate 2 - Bypass (Tower Exploration)

//Another map, another tower POI. This one went through a lot of changes due to shifting direction. The idea behind it was that it was a transportation hub featuring a gondola that reached out to the rest of the city. The players would never be able to interact with it, but it had columns sloping forward for the players to slide on.

+Original Aeros design language development:
https://www.artstation.com/acms
https://www.artstation.com/jacoblippold

+Lighting Director:
https://www.artstation.com/kevindalziel

+Environment Art Lead:
Armando Calpena

+Environment Artists:
https://www.artstation.com/philhowlett
https://www.artstation.com/roryyoung
https://www.artstation.com/amontgomery3d
https://www.artstation.com/danp
https://www.artstation.com/n00byzor
https://www.artstation.com/jeanlucanm

Early sketches

Early sketches

More early sketches

More early sketches

A blockout I did to experiment with Plasticity and to get in-game

A blockout I did to experiment with Plasticity and to get in-game

Starting over with new sketches. This time with more color gradients!

Starting over with new sketches. This time with more color gradients!

And mooore!

And mooore!

Another stab at trying to bring more colors and graphics into the map.

Another stab at trying to bring more colors and graphics into the map.

Eventually they decided to dial down the colors and just go with accent colors per side (red/blue). (This is a non-lit render focusing specifically on the color-blocking)

I had pitched the idea of making character above the overhang be a holograph.

Eventually they decided to dial down the colors and just go with accent colors per side (red/blue). (This is a non-lit render focusing specifically on the color-blocking)

I had pitched the idea of making character above the overhang be a holograph.