• MAIN
  • Astrologaster
  • Archive (2007 - 2019)
    • FREELANCE
    • PERSONAL
    • INVIZIMALS
    • SONY PUBLISHED
    • SONY MISCELLANEOUS
    • SONY STORYBOARDS
  • CV
Adam Clark
  • MAIN
  • Astrologaster
  • Archive (2007 - 2019)
    • FREELANCE
    • PERSONAL
    • INVIZIMALS
    • SONY PUBLISHED
    • SONY MISCELLANEOUS
    • SONY STORYBOARDS
  • CV


PORTFOLIO


THE JEZEBEL MONSTER (LIGHT DIVER INC)

This project is being developed as an AR exhibition and will include several set pieces which tell the story of the founders of the minute men and their movements throughout the late 20th century. My task was to visualise various scenes that the guests would see through the headsets as they walk around the exhibition.


This concept shows a secret meeting outside a convenience store

Zayre.jpg


HOVER CABBY (OUTOFBOUNDS GAMES, TBA)

Hover Cabby is currently in development. It takes inspiration from games like Crazy Taxi, where the main loop is based around traversing a city and getting to a location within a time-frame.

The first task for this project was to experiment with and develop a preliminary tile-set for a building editor. The aim for the concept below was to generate a cohesive cityscape, with different building designs, based on various styles, such as art-deco, to start discussions about what would be possible within the editor. It was important for me not to be too restricted by a rigid structure at this point, but also, not stray too far away from what is grid based system.

Nexus_city1_final_small_FINAL.jpg

The sheet below shows a few examples of the initial research phase, looking at different art-deco shapes and designs. These were used to inspire the concept above

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At this stage the goal is to create a varied set of tiles, that could then be passed on to the 3D team, to experiment with in the editor. They will be adjusting the scope of the editor as development continues, to see what shapes and designs can be incorporated. The designs below show a progression from single tile designs, then using them in combination, to see what works.

The red building bottom right is an attempt to recreate the building in the first concept, in a style similar to what could be achieved within the editor. I took into consideration what could be created with the tiles and potentially, with pre-made props.

tiles1.jpg
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Below shows the process for developing an NPC. This character is Bobby and will serve as your companion and mechanic throughout the game. The main direction here was that he should be bipedal and based on an elephant.

Bobby_ideas.jpg

Colour variations

Bobby_palette_ideas.jpg

Skin variations. The aim here was to move away from a typical elephant colour, so the character would appear more alien.

Bobby_ideas_skin_colour.jpg

Final Bobby concept

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Turnaround for Bobby

Bobby_turnaround_final.jpg

ASTROLOGASTER (NYAMYAM, 2019)

Astrologaster is a narrative title, set in 16th century london. My main task was to focus on visual development. This was a gradual process over many months, with the main priority at the start being to search for a direction that was faithful to the Nyamyam pop-up book style established in Tengami, but also reflect the subject matter of the new project. Experiments, like those below, focused on creating a convincing cut-out appearance, as well as looking into various options for the overall look and texture.

astrologaster1.jpg

I approached some of these ideas differently. For example, in the concepts below, I designed a series of simple props and building blocks to help create some consistent designs more rapidly. (Only a small example of props shown here).

astrologaster2.jpg

We were deciding on whether to move forward with a hand drawn, or cleaner, more precise aesthetic. The two concepts below were done for an early demo, but both directions would be abandoned, due to what was achievable in the engine.

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Feedback at this stage, was to look at reducing detail and make the environments more abstract, to create a more cohesive and distinct look, that worked with the characters. Finding the work of Agnes Giberne helped a lot and I experimented with the style of illustration found in her books.

astrologaster3.jpg

Taking some of those ideas, I began to adapt the environments we had been developing. At this point I was still very set on the idea of having more dynamic lighting, even though this wasn’t going to be feasible in the final game

astrologaster4.jpg

We decided to push the abstract/minimal approach further, with a more limited palette and simpler lighting. Things clicked into place after a while and we felt confident with this direction.

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After some work on other areas, like textures, UI, marketing material and other bits and pieces, we took a fresh look at the scenes that had already been completed and decided that a redesign was necessary. These are the final concepts of the four main scenes.

astrologaster5.jpg

PERSONAL WORK

Selection of concepts and illustrations from various personal projects.

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