SpaceCraft - Interiors.

Here is a selection of the work I did designing the "Interiors" of the game, from the very first ideas of what it could look like, to the final paintovers of 3D blockout made by the 3D team. I also added some of the props I designed to bring those interiors to life.

Work made for the "SpaceCraft" Game, by Shiro Games. Surrounded by kind and talented people, go check out their amazing work too !
Art direction : Pierre Etienne Travers.
Concept art : Bastien Schmidt, and me.
Lead Environment Art : Simon Bremier.
Environment Artist : Justine Brismé.
Environment Artist : Guillaume Laval.
Environment Artist : Julien Detriche.
Character artist : Lili Csonka.
Ui Artist : Maéva Delaunay-Kimi.
VFX Artist : Lison Richoux.
VFX Artist : Thomas Nicolaysen.
Animatior : Joceline Natasha.

This is the very first room the player sees in the game, it was great fun to get to design this.

This is the very first room the player sees in the game, it was great fun to get to design this.

The infamous "sci-fi crate" exercice ! Loved every second of it, as it's a great way to sum up the shape language of the game in a very "simple" prop.

The infamous "sci-fi crate" exercice ! Loved every second of it, as it's a great way to sum up the shape language of the game in a very "simple" prop.

Bathroom exploration, trying to bring graphic ideas to the table.

Bathroom exploration, trying to bring graphic ideas to the table.

A piece to put together all the "Lab" props I designed, starting to get the mood we were looking for.

A piece to put together all the "Lab" props I designed, starting to get the mood we were looking for.

Modular pipes system.

Modular pipes system.

Modular columns!

Modular columns!

This was a very usefull board, where I explored the idea of big pillars, to create interesting visual breakups in the interiors. The blue quick graphic sketches were also very helpfull later on, and became a big part of the "Damona" visual language. Fun!

This was a very usefull board, where I explored the idea of big pillars, to create interesting visual breakups in the interiors. The blue quick graphic sketches were also very helpfull later on, and became a big part of the "Damona" visual language. Fun!

Trying to bring the storytelling wherever I could, and those instances entrance were a great way to tell what those people would be doing inside !

Trying to bring the storytelling wherever I could, and those instances entrance were a great way to tell what those people would be doing inside !

Before and after the paintover.

Before and after the paintover.

Designing modular flooring.

Designing modular flooring.