The background of a pivotal scene in the game, based on historical engravings of bizarre creatures (namely Les Songes drolatiques de Pantagruel and the Garden of Earthly Delights). The maze involved broke the typical game structure and required close communication with the director and programmers.
Several murals were painted for the ending of Pentiment to be story-reactive to the player’s decisions in the final act of the game.
Cards based on historical playing cards of the time (early modern and medieval eras). The royal cards have symbolism representing the protagonist’s background in the game.
A map of Kiersau and of Tassing. UI support and functionality was required for a unique feature, which included a 3D overview map that was overlaid on top of the game’s 2D scenes.
Various plants designed separately from the background to allow animators to apply various effects in Spine.
Paintover of an existing set (pulled from Unreal Engine) to envision the scene as lived in by one of the game’s companion characters (Aza), to show off her personality and interests.
Pivotal props for one of the faction leaders in the game. The prop had to represent the faction (Order of Ascendants) while maintaining the ‘vintage’ feel of our retropunk technology.
Repeating patterns representing the visual language of a faction in the story’s world (Auntie’s Choice). These graphics were used throughout the game as wallpapers, decals, and other greebles in the environment.
UI illustrations for the loading screen, representing story decisions made by the players within the game.
In-game posters for the game, adapting different visual languages to fit separate factions in the story. (Top: Auntie’s Choice, Bottom: Earth Directorate, Auntie’s Choice.)
Vinyl front and back slips for merchandising with Laced Records.