ALAN MITCHELL ENVIRONMENT ARTIST
Project Predecessor
The Concept
Concept by Kenneth Wayne Long III
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While visiting Austin, Texas for the International Game Developers Conference (IGDA) leadership summit. I (Alan Mitchell) met game designer Joseph Cortez. He approached me at the summit and told me that he had heard a lot about me because we ran in the same circles. He mentioned he was a programmer specializing in the Unreal Engine. During this conversation, I mentioned my harebrained game concept idea and thus our collaboration began.
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Doing The Improbable
The first challenge was to get a running prototype of the room with character only being displayed inside of the reflections and reflective surfaces inside the room.
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Artwork
The goal of this project isn't to beat the player over the head with a enemy can't be seen except in highly reflective surfaces. This is a practice in subtlety. The way the normal map displaces light and doesn't show a perfect reflection is intentional. The goal is to make the room feel like it is shifting, leaving the player with an uneasy feeling. The player should have just enough information that everything feels a little off. Only to discover the thing making them feel uneasy was starring them dead in the face.
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Detail Shots
Reason for Development
The goal of this project isn't to create a finished game. Instead it is meant to showcase our skills within the confines of a prototype. Currently as it stands the art is progressing, and the code is ready to be implemented.
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