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Ineterstellar Racing League

Created by 60 Strong Studios

Vehicle Concept Team:
Clayton D'mello - Art/Team Lead
Dominique Stafford - Level Designer
Bo Yuan - Art Travis Ballard - Art

Interstellar Racing League is a high-speed, 4 player racing experience. Players race along gravity-defying tracks through alien planets to compete for the title of the Galaxy’s Best Race. Players have the option of choosing between four racers and their four unique vehicles.

The game was developed over the course of 15 weeks, starting in the first week of February 2018.

Roles and Responsibilities:

Concept Artist for Vehicles

  • Developed Initial concepts for vehicles
  • Created backstory of racers and the league for context
  • Created reference sheets that presented vehicle influences and final designs of vehicle
  • Developed final design of vehicles off of reference sheets

Modeler

  • Created blockouts of vehicles
  • Modeled vehicles off the final design reference sheets
  • UV unwrapped the vehicles to create texture maps

Texturing

  • Created texture maps for vehicles
  • Helped with baking of vehicles for creation of texture maps
  • Modified texture maps

Art done by Travis Ballard, Clayton D'mello and Bo Yuan.

The Vehicle Concept team was responsible for concepting and developing the vehicles that would be used in the game. The artists on the team researched sci-fi vehicles, real world cars and other inspirations to come up with initial concepts. These concepts were then passed to the team lead (Clayton D'mello) who either approved or disapproved of the concepts. Approved concepts were presented to the stakeholders and Game Designer who determined if the concepts should be further developed.

Once initial concepts were approved, the concepts were further refined by the artists who worked together passing the concepts between one another. These refined concepts were finalized and presented to Game Designer again for approval on modeling and development.

These slides contain images of the process along with initial designs for the modular vehicle pick ups that were eventually cut during the production of the game.

Above are the diffuse maps for the vehicles in the game. The artists (Travis Ballard, Clayton D'mello and Bo Yuan) worked on the UV unwraps for all the vehicles and once completed began work on creating the material maps from the unwraps. For the diffuse maps I helped design the initial color scheme, layout of decals and the emissive line work for the vehicles. Clayotn D'mello then took the initial concept and iterated on the look of the diffuse map. He then consulted the entire team if any necessary changes were needed.

Vechiles created by the Vechile Concept Team.

Final renders of the vehicles in Game engine (Unreal 4). These vehicles are the final models with all textures maps attached.