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The Outer Worlds — новая однопользовательская научно-фантастическая ролевая игра с видом от первого лица, над которой работают Obsidian Entertainment и Priva...
A wise person once told me, "Be the peanut butter to your jam sandwich"....(^__^).... Here’s a character sheet of an armor set I made for the video game, The Outer Worlds. I made this outfit for the Iconoclasts faction. Anyone in the game can wear it including players, NPCs, and companions (male/female). Helmets can be swap with different outfits as well. Pictures are shown with and without Armor and Utility mods. Screenshots were taken from the game engine Unreal 4. 2d concept was provided by Hannah Kennedy :)
Hi, long time listener, first time caller Here’s a character sheet of an armor set I made for the video game, The Outer Worlds. I made this outfit for the Iconoclasts faction. In addition, anyone in the game can wear it including players, NPCs, and companions (male/female). Face mask can be swap with different outfits as well. Pictures are shown with and without Armor and Utility mods. Screenshots were taken from the game engine Unreal 4. 2d concept was provided by Hannah Kennedy :)
The Outer Worlds is one of the best games of the year, so it’s a treat tonight to be sharing some of the concept art that went into the game’s production.
This prop is one of my personal favourites that I made for The Outer Worlds. Based on the cool concept by Hannah Kennedy. https://www.artstation.com/hannahkennedy
Paladin Danse
I was responsible for creating some tile assets and worldbuilding The Groundbreaker, a ship used to transport people from Earth to the Halcyon colony. Once it reached its destination, It was re-purposed as a space station.
I had the opportunity to work on Obsidian Entertainment's fantastic game 'The Outer Worlds' as an environment Artist. It was great to be involved with such an exciting project! On the Black Shamrock side, we had responsibility for level dressing and lighting of a few areas in The Peril on Gorgon DLC. I had worked dressing and helping to define the atmosphere and feeling of the rooms before passing on ownership to my colleague Oskar Matula to dress further and tweak lighting. In this post I'm sharing a few of the finished areas. Congratulations to all involved!
If there's one thing I do when I play a game (besides trying to relax and enjoy myself), it's look up information. I get curious or stuck, and I find myself turning to the internet for answers. There are a lot of good guides out there that are super helpful, but what I don't see…
Here is the final concept for The Unreliable, the player's ship. This went through a few revisions and we ended up going in this direction. Also added are concepts for the airlock door to the ship.
I was incredibly lucky to get to work on The Outer Worlds and learn from the amazing team here at Obsidian. I was mostly focused on building props. And here are some of the sciency props I got to make. Concepts by Bree Guthrie and Bobby Hernandez. https://www.artstation.com/brguthrie https://www.artstation.com/bobbyhernandez
I've had the privilege of working on The Outer Worlds with the extremely talented development team here at Obsidian. I was the level art owner for the Roseway over-lands map, Roseway town map, and the Cleo Lab map. In addition to managing art for these maps, my responsibilities included the following: terrain sculpting and texture layer painting for the over-lands & town maps / skybox, planets and clouds / Foliage & Vegetation / most of the world-building and set dressing for the over-lands and town maps . majority of the set dressing and detail pass as well as lighting for the Cleo Lab map. Along with myself, these maps were also worked on by the talented artists Scott Everts / Terry Hess https://www.artstation.com/terryhess / Adriana Catarino https://www.artstation.com/adrianacatarino / Brandon Rosser https://www.artstation.com/dbjunk / Christopher Logan https://www.artstation.com/mayadesigner / and Sean Dunny https://www.artstation.com/beastofwinter
I'm going to be drawing a lot of comparisons to the Fallout universe in this review, especially New Vegas, and I really wish I didn't have to, because this game really deserves to stand out on it's own merits and not it's obvious ancestry. I've spent hours trying to think of a way of writing this re...
Finally got the time to post this. I had the great opportunity to work together with Creative Director Leonard Boyarsky on establishing the hard surface design style for The Outer Worlds very early on in the project. Was some of the most fun freelance work I have done, with great iteration and arriving at a design I am quite happy with! All just rendered straight out of Modo from the concept model.
Peril on Gorgon offers more of the same The Outer Worlds we've come to know and love—and frankly, that's exactly what I wanted.
A batch of various concepts from The Outer Worlds