Concord: Star Chamber

I got to join Firewalk two years before Concord shipped, and help light six of our twelve launch maps. It was a wonderful experience joining this incredibly talented team to help bring this blue-collar, 70's-inspired sci-fi setting to life! Though the game did not find the audience we had hoped at launch, I'm proud of the work this team did. We worked hard to strive for a striking, colorful, high-fidelity image while maintaining gameplay legibility and clarity, all while holding a consistent 60fps on PS5. As a lighting artist, my responsibilities included global and local lighting, tuning fog, setting up reflection cubemaps, adjusting lighting and shadowcasting settings on meshes, creating light fixture Blueprints, and bringing performance into our strict budget.

Star Chamber was a unique map on our mysterious planet of Gloom, featuring a mountain temple and orrery built into a crystal meteor. Lighting and world art worked closely together to create the bold color palette and direction featured in this level. Artists from Valkyrie Entertainment assisted us with some additional midground and vista work.

Skies
Nic Donel (https://ndonel.com/)
https://www.artstation.com/zachagreg

World Art
https://www.artstation.com/makm
https://www.artstation.com/tacitusd
https://www.artstation.com/setik

Palette Art
https://www.artstation.com/eclypse
https://www.artstation.com/rachel
https://www.artstation.com/ashmo
https://www.artstation.com/aikoshinohara
https://www.artstation.com/aflores
https://www.artstation.com/rajnattam

Material Art
https://www.artstation.com/evanliaw
https://www.artstation.com/amypayne

Foliage Art
https://www.artstation.com/halter

Art Direction
https://www.artstation.com/ghostorbit