Formosa Demo - Art Direction

The vision for our environment was foliage heavy.

The vision for our environment was foliage heavy.

Foliage would have its own shape language, which translated into groups of assets.

Foliage would have its own shape language, which translated into groups of assets.

These are the foliage assets I was able to wrangle from an awesome group of volunteer artists on another team. I organized them using the asset lists generated from our planning. Each artist was allowed to select the plant they wanted.

This is a very early, in engine , sequence. I was able to set this up early in response to ideas during pre-pro, and we were able to keep iterating in that scene/sequencer throughout development.

per shot asset breakdowns

per shot asset breakdowns

Formosa Demo - Art Direction

I wore a lot of hats on this project. Since we were building a brand new team, building this demo was as much about fleshing out our processes and plans for the different phases of development as it was about building a showcase. As one of two dedicated artists on the project, I had ownership over creative choices as well as technical direction, so I worked on everything from sequential planning and concept to implementation in ue5.
One thing we did explore that I will not advise in the future was the use of stabile diffusion, specifically MidJourney. It was brand new technology at the time, and it was part of our due diligence to explore its usefulness, but we found its ethical issues too large to ignore.