Lost Planet 3 - Art Direction Portfolio

This is an overview of the Art Direction I coordinated for Lost Planet 3. I set up the artwork for the pitch and execution of the game, intermediated with Capcom, and oversaw a team of concept, environment, character, UI, VFX, creature, and animation artists.
In addition I set up the style guide, coordinated with engineering, and set standards for external partners.

Blur announcement cinematic for Lost Planet 3

Conveying the feeling of large scale combat between the Vital Suit and a Giant Akrid, with the pilot able to eject and shot the Akrid's weak points

Conveying the feeling of large scale combat between the Vital Suit and a Giant Akrid, with the pilot able to eject and shot the Akrid's weak points

Video of in-game storm to convey the danger of the environment in EDN 3

Execution of concept in Unreal as part of the gameplay

Execution of concept in Unreal as part of the gameplay

Final Concept of Vital Suit. As a prequel to Lost Planet, the VS was designed as more of a construction vehicle that could be used against Akrid in emergencies. NEVEC, the company that funded the initial expedition, had a rule against weaponizing mechs.

Final Concept of Vital Suit. As a prequel to Lost Planet, the VS was designed as more of a construction vehicle that could be used against Akrid in emergencies. NEVEC, the company that funded the initial expedition, had a rule against weaponizing mechs.

Conversely we wanted the Mech (called Rig) to feel like refuge, the way truckers today use their vehicle as a home away from home. Warmth, food, and safety were the themes for the mech interior. I had it set to light warmly while it raged outside

Conversely we wanted the Mech (called Rig) to feel like refuge, the way truckers today use their vehicle as a home away from home. Warmth, food, and safety were the themes for the mech interior. I had it set to light warmly while it raged outside

These are ideas for how the Akrid/Vital Suit inter action might work in gameplay. You could stun a rolling Akrid with your taser, peel it open, hold it overhead, then eject and shoot the exposed weak point

These are ideas for how the Akrid/Vital Suit inter action might work in gameplay. You could stun a rolling Akrid with your taser, peel it open, hold it overhead, then eject and shoot the exposed weak point

This is the concept for an Ice Crab, which is a large ambush predator, whose back covers a large weak spot, and camouflages it among the ice spikes of EDN 3

This is the concept for an Ice Crab, which is a large ambush predator, whose back covers a large weak spot, and camouflages it among the ice spikes of EDN 3

This is the in-game realization of the Ice Crab in Unreal. All of the major elements were kept intact

This is the in-game realization of the Ice Crab in Unreal. All of the major elements were kept intact

One of the feelings we wanted to get was a feeling of fear in the dark, similar to Alien/s and The Thing.

One of the feelings we wanted to get was a feeling of fear in the dark, similar to Alien/s and The Thing.

In this concept we are looking to show how secret caves and formations could  be discovered while mining and traversing the landscape.

In this concept we are looking to show how secret caves and formations could be discovered while mining and traversing the landscape.

This concept showed the importance of getting back to your Vital Suit before a huge storm hits. The idea was to have your rig as a lifeline, it was never a good idea to be too far away from it in the open ice.

This concept showed the importance of getting back to your Vital Suit before a huge storm hits. The idea was to have your rig as a lifeline, it was never a good idea to be too far away from it in the open ice.

This painting was meant to show large and dangerous crevasses, deep cracks that could swallow your mech whole. I had a glow added to show that the planet is alive with thermal energy. It complimented the alien aspect of the landscape

This painting was meant to show large and dangerous crevasses, deep cracks that could swallow your mech whole. I had a glow added to show that the planet is alive with thermal energy. It complimented the alien aspect of the landscape

This is an in-game screenshot of the crevasse concept in Unreal. It's always great when we were able to really nail the concept art in 3D. So often there are compromises that need to be made.

This is an in-game screenshot of the crevasse concept in Unreal. It's always great when we were able to really nail the concept art in 3D. So often there are compromises that need to be made.

In designing the world of EDN 3, I proposed a landscape that never melted, but rather was formed by large storms. The goal was to create an environment that could not be mistaken for earth. Spires like sky scrapers blasted by hurricanes cut the horizon

In designing the world of EDN 3, I proposed a landscape that never melted, but rather was formed by large storms. The goal was to create an environment that could not be mistaken for earth. Spires like sky scrapers blasted by hurricanes cut the horizon

Though the game is a 3rd person action game, combat inside the Vital Suit would be first person. We wanted to show both the retro technology, construction theme, and home away from home theme of the cockpit.

Though the game is a 3rd person action game, combat inside the Vital Suit would be first person. We wanted to show both the retro technology, construction theme, and home away from home theme of the cockpit.

Screenshot if the applied camera view. Note how we had to push the lower dashboard off camera. In playtests we found that less obtrusive cockpits made for more positive feedback, it also allowed you to see your mecha's arms so you know your loadout

Screenshot if the applied camera view. Note how we had to push the lower dashboard off camera. In playtests we found that less obtrusive cockpits made for more positive feedback, it also allowed you to see your mecha's arms so you know your loadout

More detailed concept of the Mecha interior. Some holographic displays were added to solve for visibility issues.

More detailed concept of the Mecha interior. Some holographic displays were added to solve for visibility issues.

We also had the Vital Suit transformable as a mining rig. This would bring all the Akrid after you, so you had to defend it as it dug for the important thermal energy of EDN 3.

We also had the Vital Suit transformable as a mining rig. This would bring all the Akrid after you, so you had to defend it as it dug for the important thermal energy of EDN 3.