//One of the major challenges when it came to doing concept work for Aeros was that everything had a very organic shape to it. And the LD blockouts were very blocky. A lot of the initial testing for the blockouts were done with the blocky geo. Every round shot and every portal beam was per-pixel, so you had to always prioritize where the LD's wanted their cover/vantage point to be for the player AND how much/how little of a nearby portal a player had access to (depending on where they were situated).
//So, it was tricky making things look Aeros/curvy when everything is tested in blocks and you have two layers of extra gameplay considerations to keep in mind. This required constant communication with the LDs and art direction to make sure nothing was getting lost, but at the same time designs were looking fun and cool!
//And we wanted to build the map modularly, so there was only a finite amount of pieces (and time!) that we had to build these maps.
+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