GigaBash | AREA 51 : Environment Concept Art

Enhance the cage idea with stage 2 of the building design.

Enhance the cage idea with stage 2 of the building design.

Headquarter (deeper part of the area 51)

Headquarter (deeper part of the area 51)

Early exploration for electric shock mechanic

Early exploration for electric shock mechanic

Electric shock mechanic

Electric shock mechanic

Missiles launch mechanic - used in Slavagard map instead

Missiles launch mechanic - used in Slavagard map instead

Missiles launch mechanic - used in Slavagard map instead

Missiles launch mechanic - used in Slavagard map instead

Laser defence tower design - changed to laser tanks instead.

Laser defence tower design - changed to laser tanks instead.

UFO Boomerang holder.

UFO Boomerang holder.

Visual Hierarchy guide

Visual Hierarchy guide

Visual Hierarchy guide

Visual Hierarchy guide

Visual Hierarchy guide

Visual Hierarchy guide

Visual Hierarchy guide

Visual Hierarchy guide

AREA 51 @2019

4th environment biome we designed.
The thought of having full ownership to create Area 51 was exciting!
I tried to incorporate the idea of cage and brutalism into the architectural design to symbolize the concept of the military's imprisonment of aliens to experiment on them. Brutalism is known for its aesthetic but not comfort hence the best option for architectural design.
The theme of the map is concrete prison.

What I explored & proposed:
- Create and design the theme for the biome.
- Proposed 9 key gameplay mechanics: Nuclear bomb, drilling arm, missiles tower, UFO Boomerang, Sand storm mechanic, Weather tower, Missiles launch pad (ended up using it in Slavagard biome), military shield barrier mechanic, and military vehicle units.
- Create a visual hierarchy guide for Level designers and 3D modelers.
- Work closely with the dev team and Art Director to create the look of the biome.
Art director:
https://www.artstation.com/mel_shengli
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https://www.artstation.com/passionrepublicgames

#gigabash #passionrepublicgames