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Redfall Concepts (3D, 2D, Blockout)

A collection of concept art and visual development work I created throughout the development of Redfall.

These explorations included paintovers, 2D design, and 3D blockout meshes, using a combination of techniques to quickly explore and iterate on ideas. The goal was to push the visual identity of environments, establish mood and tone, and communicate ideas efficiently across the team.

Much of this work was created as an iterative design process, rapidly testing different compositions, architectural forms, visual themes, and environmental details before committing to a final direction.

These concepts represent exploratory work from development and were created to help shape and communicate the visual language of the game. Some ideas were further developed by other artists, while others evolved significantly or were ultimately not used in the shipped product.

A huge thank you to all of the talented artists, level designers, lighting artists, VFX artists, technical artists, and other developers who took these spaces and ideas further and helped bring the final game to life. The shipped version of Redfall was the result of the work and collaboration of an incredibly talented team.