Rizing Zealand
Art Direction Project 2024
Art Direction Project 2024
Project Brief
Credits: Xinru Liu Fog, Josefine Kronhøj, Camille Amalie Wenner, Mads Bradtberg Arvedsen, Milas Norman Ray, Kasper Ernborg Gerlach
The module Games/Stories/Worlds with a Purpose offered a unique opportunity to explore the application of game design and storytelling in non-entertainment contexts. Instead of solely focusing on entertainment games, we were challenged to provide design solutions for serious games or media, such as learning games, infotainment, or games for change.
Genre: Game environment prototype
My role: Concept artist, Tech Artist, Level Designer
Engine: Unreal Engine 5
Platforms: Windows, Mac
Team size: 6
Duration: 10 weeks during April 2024
World Setting
In 2150, the climate has changed tremendously and land is rapidly decertified. The sandstorm covers almost the entire mainland. Animals and plants are almost extinct. The original human society is almost paralyzed. In the face of the harsh environment caused by various natural disasters on the surface, people chose to compromise and avoid it, giving up returning to the ground, and instead continuing civilization between the mountain walls that can shelter the sandstorm. People began to build shelters on the cliffs, gradually forming a vertical urban structure.After nearly 100 years of productivity and technological recovery, people built giant towers called "Jellyfish" which circulate air and generate the energy barriers to shield the city from sandstorms.
When people finally found a barrier to against sand and dust, sunlight has become a new challenge. Because of the unknown magnetic field, the rotation of the earth stopped, resulting in the birth of the polar day and polar night imagination. It is almost impossible for people to move on the surface under the harmful sunlight in the polar regions. This resulted in people having to migrate down the cliff again, or even dig to the underground. The original building above the cliff gradually fell into disrepair, eroded and weathered under the influence of the wind and the sun. At this time, the Jellyfish stopped working and the barrier is closed. An engineer named Laura returns to the upper area and try to restore the Jellyfish. Through Laura's first-person perspective and exploration, her soliloquies, and clues in each scene, players will gradually be able to piece together the story that happened here.
Art Bible
By Xinru Liu Fog
Software: Publisher, Miro
Concept Art
By Xinru Liu Fog
Software: Photoshop
3D Assets
By Xinru Liu Fog
Software: Blender, Photoshop
VFX
By Xinru Liu Fog
Software: Unity
Toon Shader
Water shader & Splash
Sky & Volumetric Cloud
Formulating concepts:
create initial concept in collaboration with team members, build the mood board and sketches a rough storyboard based on it.
Developed a finished storyboard, with larger and more detailed frames (the individual scenes) in color.
Supervising production:
Work with Art director and 3D artist, and other artistic staff to coordinate all the visual images used in a game.
Handle management issues, and oversee the entire artistic production process for making sure all visual aspects of a computer or video game meet the expectations.
Create Art Bible to establish the visual language of the setting. Key aspects of this were: the props, the character and the environment.
Concept art:
Create concept arts for areas, perspective, scale, color, light, atmosphere, composition, volume, connections and distances between buildings, architectural elements and styles, the tower (landmark), etc. as the visual references for level designer and modeler.
3D modelling:
Created the 3D assets, such as the the main tower, rock, sand pile, tubes, exthust fan, buildings in factory area and the nameplate "DAWN" for the enviroment.
Created the textures for enviroment assets and painted the rusty effect.
Imported and implemented art assets such as 3D models and animations.
Level design:
Worked with the producer and level designer to establish a flow through the 4 main areas and the main tower that could show the environmental storytelling that we desired
Designed and sat up the scenography of setpiece items to direct the player's attention and support the main flow through the areas
VFX:
Created node-based shaders to solve unique visual cases, for example the light barrier. Sat up the lighting, including: Light sources, light settings, baking and volumetric effects
Sat up the different post processing effects, such as tone mapping and bloom, to align the visual aesthetics with the art directors vision
Worldbuilding:
Created the general world and story that is shown off in the game, in a collaborative process with my team