
The cave has a mysterious past. Some of these skeletons will become familiar though the game, others will remains mysteries.

The cave when the player is first introduced.

An internal breakdown of the subtle suggestive forms and direction in the cave’s composition. Since it would only be in cinematics I had a lot of control over framing and communicating through the design and layout.

Part of the cave narrative relied on mystery and obfuscation. I used a mix of detail scales and visual effects to play into that uncertainty.
Roles: Environment Artist, Cinematographer, Director, Texture Artist, Animator, Look Developer, Concept Artist
The Moogu cave went through a lot of initial iterations to get it just right. Since it was a cinematic environment I had an abundance of control over how the environment was presented and how the visual elements came together in each frame.
From the ground up, the cave was designed to be creepy, a bit scary, but also easy to understand visually. The creepiness was achieved through the jagged formations, designed to look like skeletal structures. I also used skeletons of giant Moogu to play into a specific narrative beet (spoilers!). The skeletons are lit and arranged to be hardly noticeable until the camera pans past a protruding rib or eye socket.
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