A mixture of some concepts I did for both Ocean Software and Sony Studio Liverpool. All traditional media, pen, pencil, some with paint on top.
Early level design, working on obstacles and traps, clues to proceed etc. Pen on paper. Ocean Software.
Level design, Early game limitations defined the scale of interiors as small, so design included trying to mimic larger spaces, such as this steel foundry cauldron. Ocean Software.
Rat catcher traps and robotic forklift trucks that would double as hazards.
Level design, vertical corridors to create variety. Ocean Software.
Alien design. the brief asked for Aliens with more than just a lumpy forehead.
Alien design, same brief. Ocean Software.
Storyboard for a game we had secured the IP for at Ocean Software. "Babylon 5". It never made production because of the relationship with the original creator.
Museum interior asset and content design for a Sony Studio Liverpool game that was never released.
Interior Level design, stealth navigation scene- for a Sony Studio Liverpool game that was never released