Upcoming "Deathloop" game from Arkane studios. One of my missions was to design posters for this game. These are done in collaboration with Arkane artist Basile Moulin, and art-director Sébastien Mitton.
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The Hackamajig is a device that allows Colt to hack turrets, sensors, security shutters or even unlock doors It's a first person asset used by the player throughout the game The hackamajig is made out of two parts, a walkie-talkie and a homemade hacking thingy attached to it Walkie-talkie part was done in placeholder state by an outsourcer before I worked on it Concept by Aimé Jalon Narrative design (text on the second render) by Bennett Smith
For Deathloop I had the opportunity to help create one of the levels for the game. My responsibilities were mainly creating the outer structure assets and textures of this level. Some design changes later happen which were tackle by: https://www.artstation.com/positivity and Jonas Larsson In the interior my main focus was on creating the catwalk and platform assets and textures Other contributors to this map were: https://www.artstation.com/jcerisy Did most of the set dressing , as well as map layout changes https://www.artstation.com/pierrebrouchet Did the VFX for this level Big thanks to Sebastien Mitton for the art direction and to the rest of the Props/Design/Concept teams that contributed to the this level!
Some work done at Axis studio for the Deathloop trailer shown at E3. I was lucky to have control of the full shot except the foreground element and FX. I started from a piece of geometry provided by the amazing env team and built the matte painting around it using a 3d base and paintover projected inside of Nuke. http://www.axisanimation.com/features/deathloop/
A painting for the world of DEATHLOOP https://bethesda.net/en/game/deathloop Art director: Sebastien Mitton
Orange searchlight made for "DEATHLOOP" It is used in sixties and "pop" areas of the game For optimisation purpose, the bottom model (not textures) with the feet and wheels is shared with Eric Pira's military searchlight Concept by Julien Authelet
Here is the graphing machine you can find in the level "Fristad Rock", it is an interactive puzzle. The player needs to find the correct pictograms painted by Fia and select the corresponding tapes in the correct order, quite a tricky one ! Concept by Basile Moulin Hanging lamps in the first render were made by an outsourcer Wall materials by Yannick Gombart (in the second and third render)
Here is the depressurization machine I made for the Ubiquity mission in the Complex level of "DEATHLOOP" I also added a render of the generic smaller props I made while working on the machine Concept by Basile Moulin (which we updated for gameplay reasons) Lever box by Céline Bader, Circular keypad by Eric Pira Narrative design (text on the first render) by Bennett Smith
Now that the GOLDENLOOP Update for DEATHLOOP has been live for a few months, I'm sharing here this cool asset I worked on for the update You can find it in the level called "The Complex"; it's the device in which is stored the new weapon : the HALPS laser rifle (you can see it inside the tank at the top) The weapon inside was made by Fabrice Rastetter Concept of the machine by Aimé Jalon Original battery refiller asset (visible on the 5th render) by Eric Pira; I made the inside to create this alternative version Narrative (text on the first three pictures) by Bennett Smith
Shielded concert capsules (also known as big yellow bubbles) made for the concert on the library plaza in Updaam in "DEATHLOOP" I also made the oxygen generator which allows musicians inside the bubbles to breathe, you can take a look at it at the end of the post Concept by Adrien Lucas
Studio koji je zaslužan za Dishonored i Prey video-igre već neko vreme radi na ambicioznoj pucačini Deathloop koja govori o besmrtnim likovima zarobljenim u vremenskoj petlji.
Here is a small computer I made for "DEATHLOOP"! It can be found anywhere in the game, mainly in the Complex During Egor's speech it displays a custom portrait, you can take a look at it in the third render Concept by Aimé Jalon Narrative design (text on the second render) by Bennett Smith
En explorant la ville d'Updaam, vous tomberez probablement sur une carte que quelqu'un a laissée derrière lui. Elle vous indique plusieurs glyphes qui peuvent
Hey! This some screenshots from my work on Deathloop as a Level Artist. I was the owner of both Colt's and Julianna's Tutorial. This post is focusing on the first floor of the Berezin's Manor which is where the game begin. My tasks included Additional Blockout, Set Dressing, Architecture Modeling, Texturing, Additional Vista, Optimization and Debug but as for every games, this is a huge team effort with many people involved in the process to make the final level working. A big thanks and congrats to the people of Machine Games, Vytautas Katarzis for the first modeling pass and Aivis Ozols for his help on the production of the final in game asset ! An other big thanks to my lead, Geoffroy Espinasse, for the initial architectural concept of the Manor. _____ Credits : Level Design - Kristoffer Kindh, Will Josephy, Jocelyn Garcia 3D Artists - Aivis Ozols, Jonas Larsson, Antonio Figueiredo Level Artists - Geoffroy Espinasse, Vytautas Katarzis and Myself Lighting Artists - Damien Laurent Art Director - Sébastien Mitton Tech Artists - Anthony Daneluzzi, François Duminy, Pierre Pronier VFX - Pierre Brouchet And all the other teams at Arkane and Machine Games who help on the game (and If anyone who works on the level is missing and would like to be in, just let me know!) _____ Check out the Arkane Lyon awesome art below : https://www.artstation.com/arkanelyon
Artworks I’ve done at Arkane Lyon in 2021 for Deathloop. Theses are some exploration shots of the pre-Aeon era to setup the lore of the game. I’ve worked under the direction of Sebastien Mitton (Art director) and Jean-Luc Monnet (Assistant Art director/Lead concept art) and in close collaboration with the concept art team.
Here’s some concept art I did a while ago at Arkane Lyon. Had some fun with those cables. Thanks Sebastien Mitton (Art director) and Jean-Luc Monnet (assistant Art director and Lead concept Art)