Website powered by

Splitgate 2 - OZONE (Car Showcase POI Design and Exploration)

// Here's a small sampler of work that I did for this section of Ozone. The map was to be set on a giant flying cruise ship, so the directive was to have a nautical cruise ship motif.

// Lots of different approaches were utilized to get this off the ground. Due to the time constraints and the challenge that came with modularizing the Aeros design language, we were encouraged to kitbash parts from Aeros weapons that had already been approved, and design/paintover them to create/compose our environments. This wasn't a strategy that scaled to the entirety of our concept needs, but it gave us a solid foundation to start with and helped with familiarizing ourselves with the design language (which is very swoopy and aerodynamic).

// I advocated for the theme of a car giveaway/raffle/showcase that you'd see in a mall or the inside of a car dealership. The giant balloon of Adoro was something I was excited to see get in-game, since I felt like it really added to the festive nature of the Aeros faction.

+Original Aeros design language development and map concept:
https://www.artstation.com/acms
https://www.artstation.com/jacoblippold
+Environment Art Lead: Armando Calpena
+Final car design:
https://www.artstation.com/rmlambert
+Balloon/Adoro art:
https://www.artstation.com/trevor
https://www.artstation.com/daniorrr

+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

Kitbashed elements by the Weapons team!
Graphics by the Graphics Design team!

Some sketches to pitch ideas for this part of the map.

The concept in the lower left was done by Trevor Claxton.

Some sketches to pitch ideas for this part of the map.

The concept in the lower left was done by Trevor Claxton.

A concept blockout to further illustrate the car giveaway/showcase idea.

A lot of kitbashing from existing assets along with some handcrafted art
were used to compose this concept.

Image on the ultrawide LED screen done by Trevor Claxton.

A concept blockout to further illustrate the car giveaway/showcase idea.

A lot of kitbashing from existing assets along with some handcrafted art
were used to compose this concept.

Image on the ultrawide LED screen done by Trevor Claxton.

Another mock-up with the giant Adoro balloons that'd be floating around.

Art for balloons by Trevor Claxton. Final balloon design (not seen here) by Trevor Claxton.
Weapon by the Weapons team.

Another mock-up with the giant Adoro balloons that'd be floating around.

Art for balloons by Trevor Claxton. Final balloon design (not seen here) by Trevor Claxton.
Weapon by the Weapons team.

Alt view

Image on the screen done by Trevor Claxton.

Alt view

Image on the screen done by Trevor Claxton.

Some annotations to help communicate how to support and mesh this area with the overall theme of the map.

Some annotations to help communicate how to support and mesh this area with the overall theme of the map.

An example of the feedback notes I'd pass along to the environment artists.

An example of the feedback notes I'd pass along to the environment artists.

An example of a paintover/drawover I'd do over some of the early geometry put into the game.

An example of a paintover/drawover I'd do over some of the early geometry put into the game.

An example of where I'd try to provide some extra options, as the level's design would occasionally change to better suit cover/portaling strategies.

An example of where I'd try to provide some extra options, as the level's design would occasionally change to better suit cover/portaling strategies.

Some options for the lamps in this area along with the original kitbashed version on the right.

Some options for the lamps in this area along with the original kitbashed version on the right.

Color-blocking paintover.

Color-blocking paintover.

Linework passes.

Linework passes.