2024Game case study
Gamma
Strain
I produced the full visual concept book for Gamma Minus: creatures, weapons, props, environments. I worked under a traditional art director. The 3D team then took the boards into production, and used the weapons in particular.
| Brief | A full visual concept book for a game world: creatures, weapons, props and environments, produced under the client’s art director. |
|---|---|
| Scope | Full visual concept book, 4 sections: Environment Weapon Props Creature |
| Constraints | Traditional art director. I passed the art test, then he taught me the production codes. |
| Delivered | 14 numbered boards, A/B/C/D variant sheets, narrative environment briefs, cover visual, banner, process boards |
| What happened next | The 3D team adopted the designs, the weapons in particular. |
The test first. The job started like any traditional pipeline. I took an art test, a traditional art director judged it, then he walked me through the production codes of the craft. What came after is ordinary studio work. I numbered the boards and gave each one a title block. I sorted the creatures into classes by mutation stage, and grouped the weapons into families with their iteration sheets. I ran the props as variant series, and I wrote the brief straight onto the narrative environment boards. I delivered the cover visuals and the process boards with them.
The proof. The world is dead, so I kept it in necrotic greys and dark teal. I gave each family one luminous accent: gamma gold, visceral red, bio-cyan. The designs read clean and stay modelable. The 3D team adopted them and took them into production, the weapons in particular.
The book
Fourteen Numbered Boards