According to Norse mythology, the cosmos is comprised of nine distinct worlds, each of which sits among the branches of the Tree of Life!
Jotunheim is a font inspired by ancient runes.
Creature concept work for the planet Jotunheim For Ourgateway.io kickstarter and upcoming mobile game
Tom Hiddleston as Loki Laufeyson in Thor (2011)
#288: 54L Aquatic Garden “Jotunheim”, by Bianka Nagy Pecs, Hungary, is an aquascape from AGA 2014 Aquascaping Contest.
Client: Sony Santa Monica Team: Tobias Mannewitz - Design Direction Floris Didden - Design Direction Vilius Petrauskas - Concept Designer Robert Simon - Concept Designer
God of War 2018
I was fortunate enough to work on the new God of War early on in development. This was bluesky phase of figuring out Jotunheim level. My Instagram https://www.instagram.com/jungpark_art/?hl=en
Mountains of ice and stone, these hold some of the most deadly predators in the world, as well as the strongest warriors the lands have ever made. It is the coldest land in Titalia, and they say it is connected to other planes as cold as it is. Rumors of a castle known as Greywall persist in the...
Ai generated art, frost giants having a winter solstice festival, banquet in Jotunheim, royal fantasy art, Loki, Asgard, mythology concept art, ancient fantasy art ,
On this one I'm responsible for the asset creation and modeling of the houses Textures - Tsvetelina Valkanova Level art - Martin Kamburov and Alexandre Ribeiro; Level Design - Teodor Asenov and Georgi Georgiev; Art lead - Andrey Stefanov Art direction - Eddie Bennun and Nikola Stoyanov
Jotunheim, according to the Norse mythology, is the mythical world where the creatures known as jötunn live ( sometimes they are described as giants, but that’s not all they are ) In AC : Valhalla we recreated this world, together with it’s capital – Utgard, and the large roots of the cosmic tree Yggdrasil surrounding the place and even disappearing in the sky . Here I was responsible for the asset kit used to build the large rock Keeps that tower above the village, as well as other types of assets, such as large stone blocks ( to recreate the more ruined parts of the fortress) , the bark covering the roots of Yggdrasil, and some ornamented stone props. The Keep was definitely a challenge, because it needed on one side clean modularity- carved flat wall parts, windows, doorways, and on the other it needed to mix & blend these pieces with a more rough and organic patches of solid rock that create a varied silhouette in the distance. Contributors: -the tileable textures were made by Tsvetelina Valkanova, our texture artist - the procedural system for placing the bark pieces along the giant roots of Yggdrasil was developed by Georgi Hristov, one of our technical artists -my Lead, Andrey Stefanov - he provided me with valuable ideas & feedback - Martin Kamburov used the assets to create the level art in a lot of areas in the game world
I was tasked to make a very dead and dry version of the metal forest inside the Jotunheim biome. I also worked on a lot of props. Here you can see a few of them. Team: Tobias Mannewitz - Design Direction Floris Didden - Design Direction Vilius Petrauskas - Concept Designer Robert Simon - Concept Designer Jannis Mayr - Concept Designer Production Studio - Karakter Design Studio Client - Santa Monica Studio
Here are some giant props I created that are showcased in Gryla's house in Jotunheim. The Brazier, Chest, and Wooden Bucket are quite large (two to four times the height of Kratos) which was a fun challenge to create such giant props while still maintaining texel detail.
AC Valhalla Jotunheim: How to complete the Valhalla Going Deeper quest Check more at https://www.game4check.com/2020/11/25/ac-valhalla-jotunheim-how-to-complete-the-valhalla-going-deeper-quest/
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