The Elder Scrolls: Valenwood
Role: Lead Concept Artist/Concept Art Director
Goal: Design the look and feel of Valenwood
Here is concept art I completed as the team lead for The Elder Scrolls: Valenwood with aspiration to apply to be in the massive Beyond Skyrim modding project. The directors of this team helped spearhead other provinces in Beyond Skyrim. I was tasked with doing environment design and working on developing the visual language of the wood orcs and their culture.
I put a very strong emphasis on shape language and design thinking for these works, always asking myself: who, how, why, what, and where? My goal was to tell a visual history and story through a cohesive design language we developed. I put a lot of emphasis on telling the player who and what the people and environment are visually, so that when the player steps into the locations of Valenwood they subconsciously understand who and what lives there, if they are dangerous or helpful, and become completely immersed in the world through visual story telling and design alone.
We had to tackle many design challenges in this project due to the fact that the Woodelves could not use plants for any of their tools or creations. We had to figure out how bows and arrows for example could be made without wood, and how a society could develop without the use of plants at all and what that would look like.
This project is not affiliated with Bethesda Software. It is an independent modding project created by a team of volunteers.
Otto’s Quest for the Legendary Fish
This project was created to be fully built and rendered in 3d by an environment artist. It went through many design iterations, and I had to act as my own art director in order to establish the shape language, and stylistic look and feel of Otto’s environment. This project presented many design challenges such as rudimentary technology to warn Otto of oncoming fish and lifestyle props to showcase his personality through the environment itself.
Environment Concept Art
I work to create a strong sense of world building in the environments I paint. Much of my process involves researching real life and imagined locations in order to implement thought out design solutions to my work. I focus greatly on value structure and value mapping in order to give my environments a very strong thumbnail footprint.
Concept Art Projects
Here are a few examples of my previous visual development works. I design with both form and function in mind in order to create holistic solutions that not only bring emotional weight to a piece but also feel like they could actually exist in the real world.
Narrative Illustrations and Mood Pieces
I put a strong emphasis on environment and how atmosphere can tell a story. I flip the classic “environment is character” motto around and instead prefer to say “character is environment”. I focus primarily on strong value structure in my narrative works by using shape language and lighting in order to tell a story and create visual connotative weight.