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Skelevator

Skeletal Elevator embedded in a cliffside.
The biggest challenge with this guy was keeping enough texture resolution to hold up as playable spaces while still maintaining the stylization needed.
Final Level Art composition and assembly by Nathan Overman, additional level art buy Omar Mazin, and Nathaniel Hinton.
Concept by Adam Ybarra and William Domeyer
Corruption Crystal meshes by Chris Peacock.
Pyramid Tech Textures by Robert Santiago
Project Art Director: Adam May
Project Lead Content Artist : Tris Baybayan
Project Lead Level Artist: Brad Sierzega

https://www.artstation.com/tomwiththeweather
https://www.artstation.com/carbonink
https://www.artstation.com/nathanielhinton
https://www.artstation.com/rcollective
https://www.artstation.com/william_dylan
https://www.artstation.com/chrisp
https://www.artstation.com/rsantiago
https://www.artstation.com/tris
https://www.artstation.com/bradsierzega

Exterior

Exterior

Interior

Interior

Kit
The Jaw is built to break apart as part of the magic explosion sequence. The tech pieces were modeled to map to our pyramid tech texture set. The broken rib is hollow to work as a tunnel.

Kit
The Jaw is built to break apart as part of the magic explosion sequence. The tech pieces were modeled to map to our pyramid tech texture set. The broken rib is hollow to work as a tunnel.

To get our cracked/inking effect I mapped and integrated polygon strips to a texture sheet. The original strips floated on top and used Dbuffer normals. Lots of vertex color effects were used. The broken pieces used matching mesh normals to stay seamless.

To get our cracked/inking effect I mapped and integrated polygon strips to a texture sheet. The original strips floated on top and used Dbuffer normals. Lots of vertex color effects were used. The broken pieces used matching mesh normals to stay seamless.