Parallel: World Building

Parallel: World Building

Year
2022-26
Category
Visual Development
Services
Art DirectionConcept Art
Tools
photoshopblenderprocreate

The Project

Back at Parallel, my role extended far beyond the cinematics showcased elsewhere in my portfolio. Since I worked on a wide variety of projects, I decided to compile a curated Art Blast into a single post rather than spreading it out over time. This post is my small contribution to the world-building at Parallel, reflecting my day-to-day work before going full-time on cinematics. It's filtered down to some of my favorite concept art pieces....

Back at Parallel, my role extended far beyond the cinematics showcased elsewhere in my portfolio. Since I worked on a wide variety of projects, I decided to compile a curated Art Blast into a single post rather than spreading it out over time. This post is my small contribution to the world-building at Parallel, reflecting my day-to-day work before going full-time on cinematics. It's filtered down to some of my favorite concept art pieces.

  • Art DirectionOscar Mar / mobo boehme
  • Production ManagerTommy Alvarez
  • Concept Artmobo boehme

Produced by Parallel //

Colony

As any isometric-view type of project, this one required special attention to shapes and readability. A key element was to show progression as the Colony evolved.

Establishing the overall technology style was key, especially regarding the level of detail. It needed to be really simple and modular due to technical limitations.
...

As any isometric-view type of project, this one required special attention to shapes and readability. A key element was to show progression as the Colony evolved.

Establishing the overall technology style was key, especially regarding the level of detail. It needed to be really simple and modular due to technical limitations.

Modularity

Therefore, we decided to rely heavily on modularity. Each asset was built to be easily assembled and reused seamlessly in future design layouts for the evolution of the Colony....

Therefore, we decided to rely heavily on modularity. Each asset was built to be easily assembled and reused seamlessly in future design layouts for the evolution of the Colony.

Interiors

We intentionally avoided weathered materials, showing that the Colony is self-sufficient and built to last over long periods. To meet gameplay requirements, we had to evoke the feeling that the Colony contains everything a town would have—gym, kitchen, cells, barracks, hospital, etc—and make it all visually cohesive....

We intentionally avoided weathered materials, showing that the Colony is self-sufficient and built to last over long periods.

To meet gameplay requirements, we had to evoke the feeling that the Colony contains everything a town would have—gym, kitchen, cells, barracks, hospital, etc—and make it all visually cohesive.

Props

Our goal was to set dress the environments with modular assets that could be easily instanced and repeated....

Our goal was to set dress the environments with modular assets that could be easily instanced and repeated.

Mood

We developed several internal pitches where we maintained a shared visual language to ensure they all felt grounded in the same universe....

We developed several internal pitches where we maintained a shared visual language to ensure they all felt grounded in the same universe.

Concept Art

I acted as a visual world-builder, translating written lore into concrete visual assets. The goal was to maintain visual consistency and a grounded narrative across the different factions....

I acted as a visual world-builder, translating written lore into concrete visual assets. The goal was to maintain visual consistency and a grounded narrative across the different factions.

Weapon Design

I focused on functionality and narrative integration, designing silhouettes that read clearly from a gameplay perspective while reflecting the tech level and identity of each faction....

I focused on functionality and narrative integration, designing silhouettes that read clearly from a gameplay perspective while reflecting the tech level and identity of each faction.

Characters

I extended the world-building process to characters, translating the art direction into a cohesive and reusable asset library. The goal was to meet the art directors (Oscar Mar and Nacho Yagüe), ensuring that the characters could be seamlessly reused across multiple projects....

I extended the world-building process to characters, translating the art direction into a cohesive and reusable asset library. The goal was to meet the art directors (Oscar Mar and Nacho Yagüe), ensuring that the characters could be seamlessly reused across multiple projects.

Ishkur

I also designed Hero Characters (Paragons) for the TCG, closely collaborating with the writer Greg Lastra, to deeply develop each character.

“When diplomacy fails, Ishkur succeeds in enforcing Arak’s demands. Ostracized by many of the more moderate Augencore, he found his place by the warmaster’s side.”
...

I also designed Hero Characters (Paragons) for the TCG, closely collaborating with the writer Greg Lastra, to deeply develop each character.

“When diplomacy fails, Ishkur succeeds in enforcing Arak’s demands. Ostracized by many of the more moderate Augencore, he found his place by the warmaster’s side.”

Maelinx

These Paragons' development was one of the most rewarding and complex tasks, focusing on building rich and lore-driven character design that required more time, and had a greater impact on the game's story and cinematics. Even if they were Hero Characters, they all belong to a faction and needed to be visually integrated with what was already done before....

These Paragons' development was one of the most rewarding and complex tasks, focusing on building rich and lore-driven character design that required more time, and had a greater impact on the game's story and cinematics.

Even if they were Hero Characters, they all belong to a faction and needed to be visually integrated with what was already done before.

// Thanks for watching