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PR78 - DotWorlds

With Pixel Ripped 78 finally released for Meta Quest 2, PSVR2 and Steam, and I'm able to share some awesome concept art done for the project!
Today is the concept art for the various levels in which you play as Dot as a First Person Shooter, which is designed in a style aiming to resemble what would an Atari game look like in 3D.
For Far-off-a-Land I still had a painting approach but it took longer than I wish to get some perspective senses while still being able to explore the shapes I'd want, so it wasn't long before I switched gears to Blender. In fact, it was such a simple geometry that some of my crazy models even made it to the final game with little touch ups from Lead Artist Marcus Penna.
From then on, they all had the same process in ideation: A quick dimensioning sketch trying to figure which type of assets would we need, lamps, doors, etc... and then immediatly move to Blender for quick thinking and tinkering.
There are 4 stages here: Far-Off-a-Land, the happy starting village type of place; Art Village, an artistic inspired children's dream city; Cape Code, a grim technological cemetery; and Groove Land, a cheerful disco mega city!

I hope you like it!

For more about Pixel Ripped 78:
https://atari.com/products/pixel-ripped-1978

Art Village, done in Blender.

Art Village, done in Blender.

Far-off-a-Land early concept art of the first DotWorld level.

Far-off-a-Land early concept art of the first DotWorld level.

Brief collection of style studies before commiting to what became our "Atari Pixel into 3D", looking to set ourselves apart from Minecraft as much as possible.

Brief collection of style studies before commiting to what became our "Atari Pixel into 3D", looking to set ourselves apart from Minecraft as much as possible.

Far-Off-a-Land asset dimensioning.

Far-Off-a-Land asset dimensioning.

Some Far-Off-a-Land asset concept art. First batch was made on Photoshop and soon moved the pipeline to being full 3D on Blender as a lot of time would be saved due to the simplicity of the style aesthetic.

Some Far-Off-a-Land asset concept art. First batch was made on Photoshop and soon moved the pipeline to being full 3D on Blender as a lot of time would be saved due to the simplicity of the style aesthetic.

In-game screenshot of Groove Land, the second DotWorld level.

In-game screenshot of Groove Land, the second DotWorld level.

Aerial view Concept art of Groove Land.

Aerial view Concept art of Groove Land.

Groove Land mood and lighting conceptart.

Groove Land mood and lighting conceptart.

Player view Concept art of Groove Land.

Player view Concept art of Groove Land.

When looking at ortogonal view, assets look like they could've been pixelart assets.

When looking at ortogonal view, assets look like they could've been pixelart assets.

In-game screenshot of Cape Code, the third DotWorld level.

In-game screenshot of Cape Code, the third DotWorld level.

Cape Code asset dimensioning.

Cape Code asset dimensioning.

A couple of Cape Code mood and lighting concept art views.

A couple of Cape Code mood and lighting concept art views.

Asset pack I prepared as concept art for the 3D team to check, in ortogonal view.

Asset pack I prepared as concept art for the 3D team to check, in ortogonal view.

Visual Village asset dimensioning.

Visual Village asset dimensioning.

In-game screenshot of Visual Village, the third DotWorld level.

In-game screenshot of Visual Village, the third DotWorld level.

Since this was Visual Village I wanted to step back a little and do a bit of painterly sketches of what the buildings could look like.

Since this was Visual Village I wanted to step back a little and do a bit of painterly sketches of what the buildings could look like.

Asset pack I prepared as concept art for the 3D team to check, in ortogonal view.

Asset pack I prepared as concept art for the 3D team to check, in ortogonal view.

Visual Village mood and lighting concept art.

Visual Village mood and lighting concept art.

A couple more mood/lighting concept views, giving the core team the principles on how to assemble the asset packs when building the level design and visuals.

A couple more mood/lighting concept views, giving the core team the principles on how to assemble the asset packs when building the level design and visuals.