"Hidden within the depths of their land, the Korallians built the structures known as Gatherers to evaporate the flowing liquid resin and extracttheir coveted gas. This gas was then used for multiple purposes across the Korallian Empire, including the preservation of Korallian cities by lifting them into the air when the great flood approached" Unknown, The Korallian Empire 4.1-2
Environment explorations for my personal IP "Koralis".
KORALIS | Salt Farms
The Salt Farms is a region within the Korallian Empire where they lay out the salty water, which comes from some springs in the area, so that it can evaporate and extract the salt. The water is circulated around using a canal system and is extracted from the springs using shadufs. Some of the rocks are carved out to resemble the Korallian gods so that they can bring good salt harvests and fortune.
KORALIS | Environment Sketches
Environment Sketches done for my personal IP "Koralis". A mixture of different locations as well as some linework to establish a feel for one of the factions.
KORALIS | The Observer
"The Observer is a floating structure situated above one of the many blue holes that are found in the ocean of this world. These blue holes though act as hearts of the ocean, pumping water in and out creating the ocean tides and currents. Every now and then these blue holes will erupt fiercely and create floods that engulf most land.
The Korallians built the Observers to record, monitor and document all activity of these blue holes in order to predict when the next big flood will occur so that they can raise the cities into the skies and avoid destruction" Unknown, The Korallian Empire 2.1-1
Environment exploration for my personal IP "Koralis".
As an environment artist I worked across the whole game. I created assets and environments, from scratch or repurposing textures which had already been made. I also dressed environments to deliver narrative and mood. Towards the end of the project i optimised the environments and fixed bugs to ensure we delivered an optimal performance.
The game has five areas and I worked primarily on the Village, Estate and Observatory.
The screenshots show some of those areas and below is an brief explanation of my contribution.
St Hubert’s Church: I was in charge of this area in the game and took it from blockout to the final shipped environment. I worked alongside Andrew Crawshaw (lead designer) and Ben Jane (Art Director). All content by me except vegetation and roof tiles.
Wade´s House: Created the cottage and the interior using already existing textures and meshes made by the rest of the team.
Valis Substation (Estate): I was in charge of this area in the game and took it from blockout to the final shipped environment. I used existing assets to dress the scene and convey a story whilst the building was a mixture of existing textures and bespoke ones. I worked alongside Andrew Crawshaw (lead designer), Sindre Groenvoll (Lead Artist) and Ben Jane (Art Director)
Valis Observatory: Sculpted the terrain and established a structural space by using exisiting buildings, modifying existing ones to suit gameplay needs and creating ones where needed, I worked closely with Ben Jane (Art Director), James Watt (VFX Artist), Andrew Crawshaw (Lead Designer).
The art team behind Rapture was small but extremely talented, which was composed of Rich Court, Alex Grahame, Brady Jones (Environment art), Sindre Groenvoll (Lead Artist), James Watt (VFX Artist) and Ben Jane (Art Director).