[Art Direction] Project Halcyon Zero

(Scroll down to see the contributors)
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I provided leadership for the overall art/creative direction, world-building, and personnel recruitment beyond the art department, which included areas such as narrative development, game design, music, and user interface art, as well as managing outsourcing efforts.
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Project HZ utilized the Godot 3.4 engine and progressed through to the closed pre-alpha stage.
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Although the project was ultimately discontinued, I am immensely proud and appreciative of the accomplishments achieved by the team in under two years, despite the challenging and evolving circumstances and specifications.
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---[Illustrations]---
Tim Löchner, Illustrator (Contract) - https://www.artstation.com/timbougami
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---[Character Concept Art]---
Dong-ho Kang, Principal Concept Artist - https://www.artstation.com/dhkang
https://www.artstation.com/artwork/1xQkl2
Seung-yoon Lee, Senior Concept Artist - https://www.artstation.com/seungyoonlee
https://www.artstation.com/artwork/xDRy2W
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---[Character Modeling]---
Eui-jong Kim, Lead 3D Modeler - https://www.artstation.com/goldtype
Hunter Mortenson, 3D Modeler (Contract) - https://www.artstation.com/hntrluc
Titania G Han, 3D Modeler (Contract) - https://www.artstation.com/titania
Jung A Yang, 3D Modeler (Contract) - https://www.artstation.com/ye22h
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---[Animation]---
Hun Chung, Animation Director - https://www.linkedin.com/in/hun-chung
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Alexander Grace, 3D Character Animator (Contract) - https://x.com/nonamezleft_
Alireza Sedghi, 3D Character Animator (Contract) - https://www.artstation.com/alirezaanim
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---[Environments]---
Max Feuerriegel, Environment Art Director & Lead Artist - https://www.artstation.com/goldenskullart
Florian Moncomble, Environment Concept & In-game Artist - https://www.artstation.com/florianmoncomble
M.Phuong Nguyen, Senior 3D Environment Modeler - https://www.artstation.com/mphuongnguyen
Ariel Adasme Gomez, 3D Environment Modeler - https://www.artstation.com/arieladasme
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---[VFX]---
Ivan Boyko, VFX Concept & Pre-vis Artist - https://www.artstation.com/ivanboyko80
https://www.artstation.com/artwork/n0qmOO?album_id=10440953
https://www.artstation.com/artwork/n0GgdX?album_id=10440953
https://www.artstation.com/artwork/495e0l?album_id=10440953
https://www.artstation.com/artwork/BkXPzm?album_id=10440953

Ilaria Cislaghi, In-game VFX Artist - https://www.artstation.com/qbieshay
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---[Technical Art]---
Kevin YuanZhi Chen, Principal Technical Artist - https://www.artstation.com/yuanzhichen
Arthur Na, Senior Technical Artist - https://www.linkedin.com/in/arthur-na-7407581/‎
Theresa Kikuchi, Technical Artist - https://www.linkedin.com/in/theresa-kikuchi/
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---[UI/UX]---
Jennifer Duong, UI Art - https://www.linkedin.com/in/bwinc/
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---[Narrative]---
José Fernando Gracia, Narrative & Technical Game Designer - https://x.com/PaperBugDev
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---[Audio]---
Interleave Creative - https://www.interleavecreative.com
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Ben Lipkin, Sound Designer - https://www.lipkinaudio.com
Milo Poniewozik, Composer - https://open.spotify.com/artist/1LLOZhtGYLgZ6hB18HPrqY
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---[Outsourcing Partners]---
Bit Egg Inc - https://bitegginc.com‎‎
Thunder Cloud Studio - https://www.artstation.com/thundercloudstudio
Moti Animation Studio - https://www.artstation.com/motianimation
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Key art illustrations
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Illustrated by Tim Löchner

Key art illustrations
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Illustrated by Tim Löchner

Closed pre-alpha gameplay footage
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Music composed by Interleave Creative
Animation direction by Hun Chung
Environment art direction by Max Feuerriegel
Principal technical art by Kevin YuanZhi Chen
In-game VFX by Ilaria Cislaghi

Pre-alpha gameplay screenshots
(WIP visuals)

Pre-alpha gameplay screenshots
(WIP visuals)

World Map concept and art by Florian Moncomble

World Map concept and art by Florian Moncomble

In the initial phases of pre-production, the game was designed to include 3D characters set within fixed isometric 2D environments

In the initial phases of pre-production, the game was designed to include 3D characters set within fixed isometric 2D environments

Foliage explorations for the first biome zone

Foliage explorations for the first biome zone

World-building explorations
The objective was to effectively convey the scale of the world by emphasizing the size and applications of foreground elements

World-building explorations
The objective was to effectively convey the scale of the world by emphasizing the size and applications of foreground elements

Early in-game mockup concept art & environment concept explorations
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※All environment art direction & supervision by Max Feuerriegel

Early in-game mockup concept art & environment concept explorations
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※All environment art direction & supervision by Max Feuerriegel

Mood exploration for (early zone) hub space
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Environment art supervision by Max Feuerriegel
Music composed by Interleave Creative
Uboo creature VFX by Ilaria Cislaghi

Early exploration of mood through lighting, following the transition to a full 3D visual direction
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Environment art supervision by Max Feuerriegel
Music composed by Interleave Creative

Halcyon Zero Concept Art Showcase
Music composed by Interleave Creative

Dong-ho Kang, Principal Concept Artist
Seung-yoon Lee, Concept Artist

Starting roster character key art
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Character concept design and art by Dong-ho Kang

Starting roster character key art
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Character concept design and art by Dong-ho Kang

Starting roster in-game character mockup concept art (with further roster ideas)
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Character concept design and art by Dong-ho Kang & Seung-yoon Lee

Starting roster in-game character mockup concept art (with further roster ideas)
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Character concept design and art by Dong-ho Kang & Seung-yoon Lee

Selene character sheet
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Character concept design and art by Dong-ho Kang

Selene character sheet
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Character concept design and art by Dong-ho Kang

Selene's design underwent a revision during production, which was intended to be implemented after the completion of the closed pre-alpha phase
Regrettably, this did not materialize

Selene's design underwent a revision during production, which was intended to be implemented after the completion of the closed pre-alpha phase
Regrettably, this did not materialize

Selene attack animation WIP
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Character animation direction by Hun Chung
Selene 3D character model by Hunter Mortenson

Selene attack animation WIP
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Character animation direction by Hun Chung
Selene 3D character model by Hunter Mortenson

Cyrille character sheet
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Character concept design and art by Dong-ho Kang

Cyrille character sheet
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Character concept design and art by Dong-ho Kang

Cyrille attack animation WIP
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Character animation direction by Hun Chung
Cyrille 3D character model by Hunter Mortenson
3D character animation by Alexander Grace
In-game VFX by Ilaria Cislaghi

Finn character sheet
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Character concept design and art by Dong-ho Kang

Finn character sheet
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Character concept design and art by Dong-ho Kang

Cassia character sheet
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Character concept design and art by Dong-ho Kang

Cassia character sheet
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Character concept design and art by Dong-ho Kang

Cassia run cycle animation WIP
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Character animation direction by Hun Chung
Cassia 3D character model by Jung A Yang
3D character animation by Moti Animation

Cassia run cycle animation WIP
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Character animation direction by Hun Chung
Cassia 3D character model by Jung A Yang
3D character animation by Moti Animation

Character models used for closed pre-alpha

Character models used for closed pre-alpha

Character models (from left to right)
Finn, Selene, Cyrille, Cassia
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3D character modeling
Finn by Titania G Han
Selene & Cyrille by Hunter Mortenson
Cassia by Jung A Yang

Character models (from left to right)
Finn, Selene, Cyrille, Cassia
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3D character modeling
Finn by Titania G Han
Selene & Cyrille by Hunter Mortenson
Cassia by Jung A Yang

Refined character models intended for deployment following the alpha phase, featuring an updated design for Selene
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3D character modeling for new Selene, revision and supervision of existing characters by Eui-jong Kim

Refined character models intended for deployment following the alpha phase, featuring an updated design for Selene
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3D character modeling for new Selene, revision and supervision of existing characters by Eui-jong Kim

Rowan character sheet
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Character concept design and art by Dong-ho Kang

Rowan character sheet
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Character concept design and art by Dong-ho Kang

Emilia character sheet
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Character concept design and art by Dong-ho Kang

Emilia character sheet
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Character concept design and art by Dong-ho Kang

Fianna character sheet
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Character concept design and art by Dong-ho Kang

Fianna character sheet
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Character concept design and art by Dong-ho Kang

Fuse character sheet
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Character concept design and art by Seung-yoon Lee

Fuse character sheet
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Character concept design and art by Seung-yoon Lee

Town, Valente NPC concepts
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Character concept design and art by Dong-ho Kang

Town, Valente NPC concepts
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Character concept design and art by Dong-ho Kang

In-game character mockup art compilation (including initial NPCs)
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Character concept design and art by Dong-ho Kang & Seung-yoon Lee

In-game character mockup art compilation (including initial NPCs)
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Character concept design and art by Dong-ho Kang & Seung-yoon Lee

Ganzorig, a prominent NPC that would travel from world to world to aid the heroes
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Character concept design and art by Seung-yoon Lee

Ganzorig, a prominent NPC that would travel from world to world to aid the heroes
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Character concept design and art by Seung-yoon Lee

Town, Witch's Coven NPC concepts
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Character concept design and art by Dong-ho Kang & Seung-yoon Lee

Town, Witch's Coven NPC concepts
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Character concept design and art by Dong-ho Kang & Seung-yoon Lee

Witch's Coven, Silvia concept art
Originally intended to be an NPC, the character was later elevated to a playable role due to the team's enthusiasm about her potential
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Character concept design and art by Seung-yoon Lee

Witch's Coven, Silvia concept art
Originally intended to be an NPC, the character was later elevated to a playable role due to the team's enthusiasm about her potential
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Character concept design and art by Seung-yoon Lee

Witch's Coven, NPC Rose concept art
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Character concept design and art by Seung-yoon Lee

Witch's Coven, NPC Rose concept art
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Character concept design and art by Seung-yoon Lee

Landmark, Rose's Hut concept art by Florian Moncomble

Landmark, Rose's Hut concept art by Florian Moncomble

Witch's Coven, NPC Oleander concept art
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Character concept design and art by Seung-yoon Lee

Witch's Coven, NPC Oleander concept art
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Character concept design and art by Seung-yoon Lee

Witch's Coven, NPC Iris concept art
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Character concept design and art by Seung-yoon Lee

Witch's Coven, NPC Iris concept art
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Character concept design and art by Seung-yoon Lee

Town hub, Witchquarters 3D model greybox assets by Ariel Adasme Gomez
3D model asset revision & cleanup by M.Phuong Nguyen
Environment concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

Town hub, Witchquarters 3D model greybox assets by Ariel Adasme Gomez
3D model asset revision & cleanup by M.Phuong Nguyen
Environment concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

World-building explorations - Faeragon race (a mix of fairies and dragons) concepts
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Character concept design and art by Seung-yoon Lee

World-building explorations - Faeragon race (a mix of fairies and dragons) concepts
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Character concept design and art by Seung-yoon Lee

World-building explorations - Bird race (name was still WIP) concepts
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Character concept design and art by Seung-yoon Lee

World-building explorations - Bird race (name was still WIP) concepts
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Character concept design and art by Seung-yoon Lee

Seyer concept art design
Reoccurring antagonist of the same race
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Character concept design and art by Seung-yoon Lee

Seyer concept art design
Reoccurring antagonist of the same race
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Character concept design and art by Seung-yoon Lee

Seyer action notes by Mackenzi Ko

Seyer action notes by Mackenzi Ko

Uboos concept design sheet
The corrupting force of Chaos would affect the local fauna wildlife to turn hostile
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Character concept design and art by Dong-ho Kang

Uboos concept design sheet
The corrupting force of Chaos would affect the local fauna wildlife to turn hostile
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Character concept design and art by Dong-ho Kang

Low-tier enemy for first biome zone, lineup
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Enemy 3D character models by Bit Egg Inc.

Low-tier enemy for first biome zone, lineup
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Enemy 3D character models by Bit Egg Inc.

Mana Spirit: Bomber concept by Dong-ho Kang
Character turnaround spec sheet by Bit Egg Inc.

Mana Spirit: Bomber concept by Dong-ho Kang
Character turnaround spec sheet by Bit Egg Inc.

Mana Spirit: Bomber animation
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Character animation direction by Hun Chung
3D character animation by Bit Egg Inc.

Mana Spirit: Bomber animation
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Character animation direction by Hun Chung
3D character animation by Bit Egg Inc.

Ancient Guardian: Driver concepts by Dong-ho Kang

Ancient Guardian: Driver concepts by Dong-ho Kang

Ancient Guardian: Driver model by Thunder Cloud Studio

Ancient Guardian: Driver model by Thunder Cloud Studio

Ancient Guardian: Driver action mockup by Mackenzi Ko

Ancient Guardian: Driver action mockup by Mackenzi Ko

Ancient Guardian: Driver animation
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Character animation direction by Hun Chung
3D character animation by Alexander Grace

Goblin concepts by Dong-ho Kang

Goblin concepts by Dong-ho Kang

Random encounter notes by Mackenzi Ko

Random encounter notes by Mackenzi Ko

Ancient Guardian: Pounder concepts and variation exploration by Dong-ho Kang

Ancient Guardian: Pounder concepts and variation exploration by Dong-ho Kang

Ancient Guardian: Pounder animation
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Character animation direction by Hun Chung

Ancient Guardian: Pounder animation
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Character animation direction by Hun Chung

Prime Colossus action notes & VFX mockup by Mackenzi Ko

Prime Colossus action notes & VFX mockup by Mackenzi Ko

The objective was to develop a design that conveys a sense of imposition and threat without necessitating any additional character animation
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Prime Colossus action notes & VFX mockup by Mackenzi Ko
3D character animation by Hun Chung

Prime Colossus 3D character model by Eui-jong Kim

Prime Colossus 3D character model by Eui-jong Kim

Mythical creature concepts by Dong-ho Kang

Mythical creature concepts by Dong-ho Kang

Model supervision & revision by Eui-jong Kim
Mythical creatures 3D modeling by Thunder Cloud Studio

Model supervision & revision by Eui-jong Kim
Mythical creatures 3D modeling by Thunder Cloud Studio

3D environment art by Ariel Adasme Gomez
Architectural concept art by Max Feuerriegel

3D environment art by Ariel Adasme Gomez
Architectural concept art by Max Feuerriegel

Town, Valente concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

Town, Valente concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

World-building, currency concept art by Dong-ho Kang

World-building, currency concept art by Dong-ho Kang

Traveling Merchants notes by Mackenzi Ko

Traveling Merchants notes by Mackenzi Ko

Merchant NPC concept art by Dong-ho Kang and Seung-yoon Lee

Merchant NPC concept art by Dong-ho Kang and Seung-yoon Lee

Pascal the Traveling Merchant character concept art by Seung-yoon Lee

Pascal the Traveling Merchant character concept art by Seung-yoon Lee

Flora/Vegetation foliage exploration & concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

Flora/Vegetation foliage exploration & concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

3D environment art by M.Phuong Nguyen
Environment art direction & supervision by Max Feuerriegel

3D environment art by M.Phuong Nguyen
Environment art direction & supervision by Max Feuerriegel

Interior concept art exploration by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

Interior concept art exploration by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

Chaos Cultists were the 'Stormtroopers (Star Wars)' or 'Foot Soldiers (TMNT)' of Project HZ's universe
They would appear in all biome zones, and sometimes would show up as random encounters to thwart the heroes
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Concept art by Dong-ho Kang

Chaos Cultists were the 'Stormtroopers (Star Wars)' or 'Foot Soldiers (TMNT)' of Project HZ's universe
They would appear in all biome zones, and sometimes would show up as random encounters to thwart the heroes
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Concept art by Dong-ho Kang

Model supervision & revision by Eui-jong Kim
Chaos Cultists 3D modeling by Thunder Cloud Studio

Model supervision & revision by Eui-jong Kim
Chaos Cultists 3D modeling by Thunder Cloud Studio

Chaos Cultists action notes by Mackenzi Ko

Chaos Cultists action notes by Mackenzi Ko

VFX concept art & animation style exploration by Ivan Boyko

VFX animation style exploration by Ivan Boyko
Selene 3D character animation by Alireza Sedghi
Old Selene character model by Bit Egg Inc.

VFX guide notes by Mackenzi Ko

VFX guide notes by Mackenzi Ko

UI Design & Artwork by Jennifer Duong

UI Design & Artwork by Jennifer Duong

Narrative, the relationship between Mana and Chaos

Narrative, the relationship between Mana and Chaos

Chaos element concepts and explorations by Max Feuerriegel and Florian Moncomble

Chaos element concepts and explorations by Max Feuerriegel and Florian Moncomble

Environment concept art by Florian Moncomble

Environment concept art by Florian Moncomble

Architecture pattern explorations by Max Feuerriegel

Architecture pattern explorations by Max Feuerriegel

World-building environmental art and architectural exploration by Max Feuerriegel

World-building environmental art and architectural exploration by Max Feuerriegel

2nd biome zone concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

2nd biome zone concept art by Florian Moncomble
Environment art direction & supervision by Max Feuerriegel

WIP aerial shot of the first biome zone
Environment art direction & scene assembly by Max Feuerriegel

WIP aerial shot of the first biome zone
Environment art direction & scene assembly by Max Feuerriegel

Thank you for watching

More details in descriptions

More details in descriptions