Spectre: Divide

Early comps and mood painting for Greenbelt.

Early comps and mood painting for Greenbelt.

Building sketches for Greenbelt, specifically around mid. I love a sketch shader.

Building sketches for Greenbelt, specifically around mid. I love a sketch shader.

Left: Gun bench (original model credit to Lee Hinds). Right: More early key art of a transition from Port to 5 Stars.

Left: Gun bench (original model credit to Lee Hinds). Right: More early key art of a transition from Port to 5 Stars.

5 Stars comps and early mood painting.

5 Stars comps and early mood painting.

Early style test #1. There was originally a much more faceted approach which we ultimately felt clashed with the characters.

Early style test #1. There was originally a much more faceted approach which we ultimately felt clashed with the characters.

Early style test #2. A bit more anime here. We'd build facades like this to throw in Unreal and run around in.

Early style test #2. A bit more anime here. We'd build facades like this to throw in Unreal and run around in.

Weapon charm ideas.

Weapon charm ideas.

Early defusal device ideas.

Early defusal device ideas.

Sketches meant to act as a comparison between a few of our planned districts.

Sketches meant to act as a comparison between a few of our planned districts.

Super quick mood sketches of Communa, Greenbelt, and 5 Stars.

Super quick mood sketches of Communa, Greenbelt, and 5 Stars.

Color + Mood keys for our planned district lineup at the time.

Color + Mood keys for our planned district lineup at the time.

I thought the sport aspect of the matches might give us a lot of opportunity to more clearly designate cover as solid vs. penetrable.

I thought the sport aspect of the matches might give us a lot of opportunity to more clearly designate cover as solid vs. penetrable.

Very early pitch ideas.

Very early pitch ideas.

A few cover vehicles

A few cover vehicles

Logos and ideas for manufacturer branding.

Logos and ideas for manufacturer branding.

Early modular building guides for testing.

Early modular building guides for testing.

Store logos and ideas for possible UI icons.

Store logos and ideas for possible UI icons.

I had the opportunity to work on Spectre: Divide as Principal Concept Artist in it's early days. At the time it was fairly blue sky and I spent a lot of time exploring styles, figuring out modularity, and planning out worldbuilding aspects. There was originally much more of a sport aspect to the matches which I really tried to grab onto for some of the earlier stuff.

Date
May 7, 2025