Concord: Salt Palace

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.

The map Retreat was a collaborative effort between Nixxes world artists and Firewalk lighting and sky artists. Since most of our Concord locations were industrial or grimy places where common folk eked out a meager existence, it was fun to create the Salt Lord's palace on the desert world of Glance, as well as evidence of a recent water generator heist (the missing water generator in question can be found on the Freewater map!)

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

Environment Art
https://www.artstation.com/tomenjerry
https://www.artstation.com/jeroenhorsman
https://www.artstation.com/djordy-donopawiro
https://www.artstation.com/rhoutermans
https://www.artstation.com/matsdegraaf
Marit Cornelisse

Palette Art
https://www.artstation.com/eclypse

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