![]() ![]() Before OW came out this was a joke between a coworker and myself. One of my favorite things I did for the DLC. Generic props to help flesh out the inhabitants world. More quick concepts for how things look in the "simulation view" Coworkers Logan Ver Hoef and Jon Oppenheimer made this work. I was thinking of buildings being made of shimmering threads, with glass floors. The one piece of concept art that informed how the big reveal for the simulation view would look. before this they were more snakelike.Įarly clothing exploration for when we were still trying for kinda forest witch/shaman vibes Some early sketches for the inhabitants, still fairly monstrous. Clear visual communication would be very important considering there would be no writing in this expansion. Their design was a collaboration between myself and the art director Wesley MartinĪn expression sheet to help show how they could emote. The alarm totems design echo that of the Inhabitants, to help reinforce the idea you should not be seen by them.Įarly Totem exploration, these were sorta a 2.0 after earlier concepts (below) were scrapped.Īn early idea where you could use your flashlight to learn a rudimentary Morse code type language, which would let you explore more of the ship A lot of visual reference was pulled from both space beds, hospital beds, and coffinsįound in the dream world, shining your light through these would project objects into "reality" Similar to the vision torch, peering through the telescope into the flame would give you visions of deep spaceĪ bed where the inhabitants eternally sleep. ![]() The vision torch, like a lot of The Inhabitant's tech were sort of based on the idea of sitting around at a camp fire and seeing things in the flames. The underwater prison where you find the sarcophagus, a lot of anchor and diving bell shapes were inspiration. The Sarcophagus was a very early design, I often used it as a reference point when designing everything else It felt very appropriate to fashion them after classical UFOs These were found in the docking bay of the Stranger to help signal to people they can land their ship in there. There was a lot more metal and angular shapes, but this proved to not really work all that practically, nor did it really feel like Outer Wilds, so we took another direction. Random architectural and material exploration. There was also a more visual focus on arcane symbols. General explorations for how in the day vs night could give players different information. The player would think they are changing the time of day, when in reality they were being moved to the other side The Stranger, like a lot of things in Outer Wilds was secretly a giant puzzle so it went through a ton of iterations throughout development.īefore the stranger became a ring world, it was going to be more flat like a coin, with a day side, and a night side that sort of mirrored each other.Ī cut idea, but partially where the dream world came from, the player would put their lantern in this device, and it would rotate a cover over. ![]() It was fun to take a crack at their style. The map satellite was the only Hearthian concept I got to do. I also did in game murals, key art illustrations and I got the opportunity to design some merchandise as well. As the primary concept artist on the expansion, I was tasked designing the general look for the new characters, as well as their props and pieces of architecture. Some work I did for "Echoes of The Eye," the expansion to Outer Wilds. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |