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.

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.

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.

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.

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.

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.

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.

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.

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.

Starfield won ‘Xbox Game of The Year’ at ‘Golden Joystick Awards’ (2023)

- 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

Previous
Previous

2023 - Present

Next
Next

For Honor (2014-16)