Year:

Software Used:

2023

Photoshop

Blender

Substance Painter

Zbrush

Unreal Engine 5

Twinmotion

Description:

I worked on Alien Earth as a Junior Concept Artist, where I had the opportunity to collaborate with the incredible team at AOD. My contributions included developing ideas for interior design, modeling and texturing hard surface elements and other 3d assets, creating quick sketches for briefs, conducting research, and more.

AOD team:
Production Designer: Andy Nicholson
Art Director: Virginie Bourdin
Coordinator: Oriol Armengou
Artists: Josu Solano, Ruben Alba, JP, Nestor de Souza, Marc Mestre

I mainly modeled the lab console and other tech elements, referencing music desks, electric pianos, and nuclear control rooms. Together with Art Director Virginie Bourdin and Coordinator Oriol Armengou, we designed the layout based on the function of each button section, and once modeled, the console was handed off to Senior Concept Artist Rubén Alba to do the final renders.


I worked on the general dressing of the set, populating the scene with clothes, shoes and so on; I also provided some materials for the glitched screens. Later on Josu did all the paintovers to sell the mood.


A 3d blockout of the structure of the building was delivered by production to work on, with basic placemente of walls, floor heights and columns. The middle structures was a back and forth with Art Director Virginie Bourdin and concept artist Josu Solano, to come up with a fun theme for the store and something that would provide interesting shots with all the atmosphere around.

Based on an initial block-in by Production Designer Andy Nicholson, I mainly handled the classical decoration of the corridor leading into the living room where the gore scene takes place, while also helping on the living room itself by creating textures for the mural.

These were some tests of overgrown moss I made on the early days I started to work on Alien Earth on 2023. I later did some texturing on the buildings surrounding the main tower.

These were some elements I prepared for the rooftop of the buildings, as a kitbashing pack that the team could use to add more detail to the buildings of the city.

Landing platform and other assets integrated in the building.