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Echoes 1.0 architectural concept art

After the concept phase, we had a review session with the entire production team and collectively decided to re-evaluate, downscale and overall, change a lot of the things we were doing. For me this meant I had to re-concept the environment based on the new things we decided on, the shape of the cathedral entrance hall for example. We still wanted for the place to look "broken and worn away" by time, but the game play designer had not decided on the placement of the obstacles/debris yet so I drew the environments/architecture as if they were still in their pristine state.

Technical drawing of the entrance hall with explanation.

Technical drawing of the entrance hall with explanation.

Technical drawing of the combat room with explanation.

Technical drawing of the combat room with explanation.

Technical drawing of the entrance hall.

Technical drawing of the entrance hall.

Extra decorative pillars in the entrance hall.

Extra decorative pillars in the entrance hall.

Extra wall and pillars in the entrance hall, to separate the place in to two rooms.

Extra wall and pillars in the entrance hall, to separate the place in to two rooms.

Quick moodpiece of the entrance hall (to try out some lighting and to see how it would look like with the debris, torn up floor and crystals piercing through the rock).

Quick moodpiece of the entrance hall (to try out some lighting and to see how it would look like with the debris, torn up floor and crystals piercing through the rock).

Technical drawing of the combat room, the space has tall windows which illuminates the place.

Technical drawing of the combat room, the space has tall windows which illuminates the place.

Extra decorative pillars in the combat room.

Extra decorative pillars in the combat room.

Roof of the combat room, this would not be visible to the player, but the 3D artists were asking me about it, I drew it up to provide them with more context.

Roof of the combat room, this would not be visible to the player, but the 3D artists were asking me about it, I drew it up to provide them with more context.

The library room. As excepted it's filled with book shelves. I wanted the place to feel spacious, which is why I added a second floor, stairs to an elevated platform and tall windows.

The library room. As excepted it's filled with book shelves. I wanted the place to feel spacious, which is why I added a second floor, stairs to an elevated platform and tall windows.

Optional bookshelves, tables and chairs added to the lower level, the game play designers were thinking of using the same place for a minor combat tutorial.

Optional bookshelves, tables and chairs added to the lower level, the game play designers were thinking of using the same place for a minor combat tutorial.

Roof of the library (drawn up for the same reason as mentioned before for the combat room roof).

Roof of the library (drawn up for the same reason as mentioned before for the combat room roof).