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RAD - Environments & Props

I was Lead Artist on Rad, released in 2019. The sole dedicated concept artist on the project, my task was to produce a diverse amount of concepts and 2d art across the entire title from environments, vfx, characters and creatures to promotional and in-game art needs.

Style exploration and paintovers during preproduction.

Style exploration and paintovers during preproduction.

World tiles were arranged procedurally so these drawovers were to help make sure there were landmarks featuring memorable terrain within 1 or more terrain tiles.

World tiles were arranged procedurally so these drawovers were to help make sure there were landmarks featuring memorable terrain within 1 or more terrain tiles.

Forest biome props.

Forest biome props.

Early Mender interior visual development.

Early Mender interior visual development.

Late game biome props and environment pieces.

Late game biome props and environment pieces.

Mender interior machines and props.

Mender interior machines and props.

Mender interior in the forest biome.

Mender interior in the forest biome.

Late game biome early exploration sketches.

Late game biome early exploration sketches.

Prop development for the "Respirator" inactive machines that when restored brought life back to the area.

Prop development for the "Respirator" inactive machines that when restored brought life back to the area.