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Ascendant Infinity - Underground Visdev

Work done to define the visual direction for the underground of Ascendant: Infinity.

The main corridor. This lead throughout the entire underground, and had its own visual style to keep it recognisable for players to navigate.

The main corridor. This lead throughout the entire underground, and had its own visual style to keep it recognisable for players to navigate.

Engineering

Engineering

Medical

Medical

Social
Our approach to tackling the vast amount of space in the underground sections of the map is to establish 3 main themes, each with an example concept, which can inform the majority of the different rooms and spaces visually.

Social
Our approach to tackling the vast amount of space in the underground sections of the map is to establish 3 main themes, each with an example concept, which can inform the majority of the different rooms and spaces visually.

Sets of railings and stairs for each of the main themes.

Sets of railings and stairs for each of the main themes.

Single and double doors, which would be shared across the game. These would be varied with material changes.

Single and double doors, which would be shared across the game. These would be varied with material changes.

Animation test for the single door.

Animation test for the single door.

Animation test for the double door.

Animation test for the double door.

Sketches for the interactable console located on the door. This interactable is to pay power to unlock things, and has then gotten used across the entire game.

Sketches for the interactable console located on the door. This interactable is to pay power to unlock things, and has then gotten used across the entire game.

Original quick sketches for the overall style and identity of the spaces. These were picked apart for ideas, leading to the eventual themes.

Original quick sketches for the overall style and identity of the spaces. These were picked apart for ideas, leading to the eventual themes.