The 2nd place terrorarium. An impressive garden with variety and strong organized elements, but also very unfocused, with each area being similar in opulence, and completely self isolated.
The 1st place terrorarum. I focused on a more open, and more focused design. Strong vertical elements and a very central focus with easy visibility form any angle.
With each iteration of the garden a strong structure of pathways formed the foundation of each design.
The open design gives room to identify key focal points in the garden. Less to see, but more impactfull.
The crowded design imitates a natural forest: beautiful in it’s own way, but not appreciated in futuristic murder-garden contests.
The last view of a garden befor it’s submission to the contest.
Roles: Modeler, Cinematographer, Director, Texture Artist, Material Artist, Animatior, Look Developer, Concept Artist
The Terrorariums are the core environment of the game, completely built by the player. For the cutscenes I built two special ‘Cinematic Terrorariums’ out of the elements the players had available, but built for pre-recorded footage.
The goal was to have two good looking, but very distinct, environments. One second place, one for first place.
In the mind of the main character, one losing garden, one winning garden.