
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