Boundless Skies

I consulted the art team which was struggling to achieve the style of concept art which they were using. The team also lacked an environment artist as the team was comprised of prop artists.

“Boundless Skies is a single player rogue-like where the player character traverses the sky islands defeating enemies, collecting treasure, and exploring new and possibly dangerous locations.”

My Work on Boundless Skies

I created numerous works for the team which include:

  • 3 Primary Assets

  • 9 Tertiary Assets (grass meshes and materials not shown)

  • Landscape Materials using Unreal Engine’s Runtime Virtual Texture

  • Tileable Textures

  • Environment Blockout for Enemy Level

Here is a closer look at the prop wireframes.

There was a lot of confusion about the style which the game was being made in. At the time I was told Steampunk and so the battery as well as the lamp are in that style.

After some time it was made clear that the style of the game would be Solarpunk and so the final prop I created (The Windmill) was made in a Solarpunk style.

Using Unreal’s landscape tool I brushed in some simple landmarks and then painted the materials I had created to create roads, some sand, and variation in the grass colors.

The landscape material also uses the RVT system which updates specific foliage colours such as bushes and grass.

Foliage Blockout

After creating the grass mesh, and gaining some extra meshes provided from the art team (signs, mushrooms, flowers) I instructed the Art Lead Ian on how he should go about efficiently creating a dense and visually pleasing scene that also directs the player.

I also made sure to teach him on how to efficiently place foliage.

Final Result

Trailer!

The trailer went through a lot of variation. It was done by Charles (Shenghao) Chao. Normally a game would have a gameplay trailer and a cinematic trailer but the time was ticking down! The merged trailer does it’s best to introduce the concepts quickly and show off as much of the gameplay as it can.

Once I was able to show the team the methods which could be used to create stylized textures the team members were creating more confidently and efficiently. I’m super proud at what they were able to achieve in such a limited amount of time!