Immortal – Main Menu Level Art

I was responsible for:

  • Set dressing
  • Composition
  • Lighting & atmosphere
  • Shading and texturing
  • Environmental VFX
  • Gate VFX
  • Distant armies VFX

The main menu had several criteria:

  • Look cool, obviously
  • Highlight the Immortals (player avatars/ heroes)
  • Highlight the titular Gate of Pyre as an enormous piece of architecture and importance
  • Serve as a lobby for your party
  • Sell the scale of the world
  • Work for both 16:9 and 21:9

A secondary goal was to allow for future expansion as a hub space for collectibles and as a bigger ‘in world’ menu experience, for which the background would remain as just one part of it, but the foreground would be something entirely different, with a more dynamic ‘on rails’ camera.

The terrain was created using Gaea 2

The distant city was a simple Unreal PCG scatter, with some landmarks placed by hand

Tileable environmental textures were done in Substance Designer


Acknowledgements:

  • Lui Francisco – art direction
  • Javier Romo – additional art direction
  • Tobias Frey – 3d art for the distant buildings
  • Justus Sluijter – 3d architectural modeling for foreground elements
  • Matthieu Teste – 3d art for the platform in the foreground