Starfield (2023)- Bethesda
Art Director : Istvan Pely I Executive Producer : Todd Howard
Here are some selection of concept work for the world building for the award winning studio behind Skyrim & Fallout franchise. I was In charge of a wide range of scopes of concept designs categorized below. Foremostly, this whole body of work was to create and define the unique style of hard sci-fi that is a blend of vintage and grounded yet believable design. Also, there's collaboration with production team to furnish and fulfill the need of game development as not only providing mere visual solutions.
Awarded the 41st Golden Joystick Awards(2023) - Xbox Game of the Year and multiple nominations like Best Visual Design from The Game Awards.
Env : Outerspace Planet
Goal : One of the explorations sketches in the early pre-production stage to study various types of otherworldly biomes and exotic visuals of planets’ environments. I wanted to serve the player with otherworldly immersive experiences while visiting outer space. Here I came up with ideas with unique plant life with unusual colors, and some interesting geological features.
Process : I referred to a Design doc. that lists a brief list of biomes, and I went on to expand. All done in 2D, took around 2-3 days per piece.
White sand beach with unusual trees (Dragon Blood Tree)
Space desert cactus with resources
Exploration sketches for alien geological feature
Space dense jungle
Env : Cityscape
Goal : was to concept design a portion of the map ‘New Atlantis’. I provided concepts that define the style of architecture and the environment in the entry point of the city. I was assigned to a City Strike team, a cross-disciplinary team of Campaign designer, 3D environment artists(model, texture), narrative designer, and Lead Artist to make the game map cohesive and optimal for campaign and player experience. The visual theme of this city was a retro, sleek minimalism. The made designs have simple and clean surfaces with bold and edged cuts. Later, the style and visual language helped shape the major areas of the city.
Process : 2D/3D, In-game blockouts were used as the basis of the layout of the indoor spaces in concepts. Then I built an additional 3D block for further design and rendering.
Spaceport Lounge
Jemison General Store
Galbank ATM & Info kiosk
New Atlantis Transit - Rail system
Terra Brew Coffee store interior
UC security check office
Vehicle : SPACESHIP
Goal : The customizable spaceship feature was challenging to design spaceships to look unique, great yet modulated and functional, as if a lego kit for players. This is an example of designing a ship’s aesthetics that are unique to its manufacture, while each of the modular parts is customizable without breaking the overall visual. The first image is the initial look dev for one of the brands - Stroud Eklund, in the pre-production. The rest of the concept images are the production final callout detailing concepts for the outsourcing partner for final modeling.
Process : 2D/3D, The final renderings were done as paintovers. I was given very basic block meshes from the Ship Lead and AD, with some color breakups of major features. The rest of the fine details were added to achieve the final look in the game.
Early brand specific aesthetic study - Stroud Eklund (Cockpit, hab, cargo, engine, reactor, docker...)
Final Module kit rendering - Cockpit
Final Module kit rendering - Habitat
Final Module kit rendering - Frt Thruster
Final Module kit rendering -Sensor
Final Module kit rendering - Various
Weapon/ Hardware
Goal : To level up the final visual quality of the automobile size - large attachable weapons of several brands for the spaceships. These are some examples of the final polishing, highly detailed version that was sent over to the 3D Vendors for the final in-game assets. Visual design standpoint, I ensured distinguishing one brand from others by using specific graphic elements, form languages and colors treatment. Decals, sign details were shared with Outsourcing Managers.
Process : 2D on 3D base. Paintover the given plain base blocks to have very possible detail levels and visual interest.
Attachable Ship Weapon units - Various 1/4
Attachable Ship Weapon units - Various 2/4
Attachable Ship Weapon units - Various 3/4
Attachable Ship Weapon units - Various 4/4
Handheld Weapons
Goal : To design various types of weapons that are brand-specific, technology-driven, and along with unique energy sources. From high-tech laser rifles, industrial arc welders to various melee weapons, creating distinctive form languages and styles that present unique technology was the key.
Process : Collaboration with tech/animation, 3D character artist was the key to make sure : feasibility of character animation, sequence of weapon reloading, dynamic 1st-person view with ammo display. After working back and forh, , the block mesh made by myself sent to the vendor for the final 3D assets.
Capone Brand - early look dev design
Arboron Brand - early look dev design
Arboron Brand - Final Pistol Production Concept
Arboron Brand Pistol - FPV check : I collaborated with tech/animation, 3D character artist to ensure the feasibility of character animation, reloading, and dynamic 1st-person view with the ammo display. I provided the block mesh to character artist for verification, then he fleshout then, sent to the vendor for the final 3D assets.
Arboron Brand - Final Rifle Variation Production Concept
Arboron Brand Pistol - FPV with reloading animation
Arc Welder - mining tool as weapon
Acr Welder - in various angles : quick rendering for final look on top of block mesh I created in Modo. It took 1 1/2 weeks to complete during the production.
Melee weapons 1/2 - One of the early tasks I work to test out the finish level of industrial design quality such as having details like screws, intricate detail of components.
Melee weapons 2/2 - space pirate's
Creature Design
Goal : Alongside initial sketches that are not shown below, these are final production(outsourcing) ready quick orthoview concepts to produce numerous space creature designs(for more than 100 unique creatures in the game). The reason why I worked on Orthographic views is to respect the preset riggings(red anchors) for the animation of the creatures of various types.
Process: In addition to these pages, I prepared photo reference sheets, briefs, and detailed sketches with notes to provide to outsourcing partners for quality incoming assets.
Space Creature - Bi-pedal 1 : Idea that is a combination of a two-tone shark body and a turtle shell top that ends up looking dinosaur-like visual.
Space Creature - Bi-pedal 2 : similar approach, and I played around with lots of eyeball tentacles around head and back to give weird looking.
Space Creature - Bi-pedal 3 : Another variation of a toxic particle emitting pore back. This one also has two big hypnotizing eyeballs, front and back.
Space Creature - Quad -pedal : I collaborated with a tech artist. This final outsourcing ready orthoview made sure there's rigging clearance checked for animation of the enemy creature.
Space Creature - Flyer - ancient looking with hard skin with visual vein for unique look.
Space Creature - 6 legged critter
Space Creature - Various
Ship Interior
Goal : To support Ship team - Interior with creating Hero Kit pieces and developing generic module kits further for higher visual quality. Once the 3D environment / Level team created numerous list of all the kit parts, we collaborated to pick and turn them into more diverse and unique. (e.g. : generic wall kit -> bunk bed, kitchen unit)
Process : I collaborated with the 3D artists, navigated asset list in the engine to evaluation what/where needed the enhancement within technical and time limitations. Below paintover were the examples for team to develop further.
Ship Interior Kit - Hero kit with AirLock
Ship Interior Kit - Wall panel
Ship Interior Kit - Wall kit variation as Kitchen & Bedding Unit
Stair kit
Prop-Set Dressing
Goal : To design various props and set dressing to make the game space look more lived-in and populated. Throughout the entire production, it was critical to maintain the cohesive visual style and aesthetic regardless of the type of prop/set dressing I designed. Even if the Art Direction only had a broad/global design ruleset, I provided consistent style with good range of variation executed by mileage and hardwork.
Process : 2D/simple 3D block as base. Simple one off designs. All started with quick 2D thumbnails.
Med Equipment - Rehab bed : Usage of contemporary mint green - clinical visual cue
Med Equipment - Rehab bed inside view
Outpost Equipment - General Storage M : Full 3D rendering
Set Dressing - Enemy Turret
Outpost Equipment - Mining tool
Med Equipment - MedStim : Usage of contemporary mint green - clinical visual cue
Set Dressing - Loot Container Boxes
Set Dressing - Explosive Canisters : 3D rendering
Graphic Design / UI / Misc
Goal : Various styles of collectible in-game magazines, posters to enrich the game world by providing further information about some brands, locations, technology, or groups.
Process : Worked with the Narrative Director to collect the text information for the storytelling.
In-Game Graphics - Collectable Mags
In-Game Graphics - Collectable Mags / Posters
UI / Graphic icons & designs (e.g. - Tech Skill - patch theme w/ranks)
Spaceship - Enemy Ship
Extra Large Spaceship
Space Planet Early Exploration
Official game marketing image - adopted the original concept
Starfield won ‘Xbox Game of The Year’ at ‘Golden Joystick Awards’ (2023)
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- Click here for Gallery on the Starfield Official Website / -Dev team video interview with concept arts: Click -In depth articles about the Art style of the game from our team : Yahoo - Building the Boundless Galaxy of ‘Starfield’ NPR - Inside the making of Starfield — one of the biggest stories ever told / Gamerant - Starfield's NASA Punk Aesthetic Explained‘