Posts from the Concept Art Category

Last year, I was given the awesome chance to do some visual development for an indie project code named Salvage Inc.

Different biome ideas for the bottom of the ocean.

Different ideas for a “diving bell” that would lower the players to the bottom of the ocean.

Character exploration including how to differentiate each player if they chose the same skin.

Home base explorations

Prop and early enemy explorations. We settled on the famous ocean enemy; pirates

Texture examples for wooden ships

Storm Surge – With this wind up model you’ll never have to bring extra ammo again. Just don’t burn out the fuse!

Heavy Heals – Big pills for big heals

Sketches to explore shapes and gun types

The base 3D models so that items could easily be drawn on and painted on from any angle. Additionally, these early models could be used in prototyping if needed.

X. It would just be rude not to.

A lot of time was spent in 3D on this piece. I wanted to make sure that I pushed lighting and composition before I started painting in 2D. I reused lots of foliage from my growing library of models I created as well as some megascans from Quixel. The human model was posed and brought in from DAZ.

Above are some detailed prop and layout explorations to see what other parts of this complex might look like. Below are the quick, messy, but very important shape and composition thoughts.

2 viewport display grabs to show how things look before photoshop.