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Introduction

Introduction

Introduction

Concept Art From Rare

The fourth major project of my MA in Game Art was assigned by Rare, one of the most influential game companies in the UK.

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Rare wrote a brief, and assembled the above concept artwork for us to recreate in Unreal Engine. The artwork depicts a dilapidated castle floating on a rock, surrounded by atmospheric clouds. The building is demolished and overgrown. The concept artwork is deeply stylized, and suggested a very atmospheric and painterly game environment. We decided to draw influences from Rare's most recent game, Sea of Thieves.

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This was a group project, and Pierre, Freddy and I were tasked with creating this environment in just a few weeks, and intermittently presenting our work to Rare for feedback. While creating artwork for such a huge company was incredibly nerve-racking, it was also a really great oppertunity to get some real-world working experience, and it was a great learning opportunity.

Timeline

Timeline
Scheduling

Scheduling

Scheduling

As this project was a group project, scheduling was incredibly important. For the first week we assembled a sort-of art bible (which you can see above), which denoted who did what in the environment. This was a great guidline to have, but we were unable to stick to it entirely and we shuffled roles around throughout the project. Originally I was in charge of just the main walls and the round towers (as well as some minor set dressing), but as the project progressed I was also assigned the arches, sub arches and the floor. Finally, I was in charge of assembling and lighting the scene (with a lot of help from Pierre).

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We also used Trello and Slack to keep track of each other's progress and to communicate with each other and Simon.

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