Signified Game- Environment Concept Art

I've had the pleasure of being a concept artist on Go Face Game's team for their new game "Signified"! A rogue-like deck building game with a narrative focused on processing grief. While I started out with a primary focus on environment art, over the course of the project I've helped in other areas as well from UI art and prop design, creating level layouts and lighting tests in engine, and working across multiple disciplines to get art imported and functioning in the game build.
The works shown here are all environment concepts and tests I've created for the game demo. The game takes place in a mysterious Victorian/Gothic style estate manor. As the player begins to explore, and play their way through the manor, they discover spirits known as companions, who offer their support with additional cards that can be added to their deck and assist in battles against various ethereal creatures and foes within the manor.

The game was originally going to be a side scroller similar to Slay the Spire - this is a scene tile I created to establish style, color, and lighting.

The game was originally going to be a side scroller similar to Slay the Spire - this is a scene tile I created to establish style, color, and lighting.

Here is how the previous tile looks side by side and with different color combos - I also incorporated various props and additional lights.

Here is how the previous tile looks side by side and with different color combos - I also incorporated various props and additional lights.

The previous tile set and props imported into Unity. Here I performed a lighting test with this scene I set up in Unity

The previous tile set and props imported into Unity. Here I performed a lighting test with this scene I set up in Unity

These are original concepts I created to help find the game's art style - we were trying to experiment with different styles to narrow down the look and feel of the game.

These are original concepts I created to help find the game's art style - we were trying to experiment with different styles to narrow down the look and feel of the game.

More concepts testing out different art styles and tile systems for the environments in the game.

More concepts testing out different art styles and tile systems for the environments in the game.

These are more simplistic molding designs for the estate interior.

These are more simplistic molding designs for the estate interior.

More complex molding designs for the estate interior along with texture exploration.

More complex molding designs for the estate interior along with texture exploration.

Interior lighting test comprised of the environment assets created so far at the time - these eventually were unused as the game went in a different artistic direction.

Interior lighting test comprised of the environment assets created so far at the time - these eventually were unused as the game went in a different artistic direction.

A new design for one of the other rooms in the estate - the study.

A new design for one of the other rooms in the estate - the study.

The new estate room concept fleshed out in 3D with lighting and basic colors to get an idea of mood/feeling.

The new estate room concept fleshed out in 3D with lighting and basic colors to get an idea of mood/feeling.

New thumbnails variations for one of the main areas in the tutorial portion of the game. Internally, we've been calling it the "Bingo Hall" - we want it to have those kind of vibes, but inside a large open room of the estate.

New thumbnails variations for one of the main areas in the tutorial portion of the game. Internally, we've been calling it the "Bingo Hall" - we want it to have those kind of vibes, but inside a large open room of the estate.

3D mockup/blockout with lighting in Blender - then value overpaint in Photoshop - then gradient color overlay - This is the "evil/true version" of the estate. The player will slowly discover this version as they play the game.

3D mockup/blockout with lighting in Blender - then value overpaint in Photoshop - then gradient color overlay - This is the "evil/true version" of the estate. The player will slowly discover this version as they play the game.

3D mockup/blockout with lighting in Blender - then value overpaint in Photoshop - then gradient color overlay - This is the "good/masked version" of the estate. The player will  be experiencing this version of the environment at the start of the game.

3D mockup/blockout with lighting in Blender - then value overpaint in Photoshop - then gradient color overlay - This is the "good/masked version" of the estate. The player will be experiencing this version of the environment at the start of the game.

Overlay of the current in game placeholder UI to test for placement, readability, and contrast.

Overlay of the current in game placeholder UI to test for placement, readability, and contrast.