Dieselpunk FPS
I began with paint over from existing assets in a grey box mockup of the level in Unreal.  Most of this scene was greybox.  After setting up and lighting the scene I would paint over in photoshop to define mood and assets for callout.

I began with paint over from existing assets in a grey box mockup of the level in Unreal. Most of this scene was greybox. After setting up and lighting the scene I would paint over in photoshop to define mood and assets for callout.

Another early grey box paint over.

Another early grey box paint over.

A more polished paint over to define level flow and how obvious the alien infection was.

A more polished paint over to define level flow and how obvious the alien infection was.

Concepts for modular wall pieces called out from earlier paint overs.

Concepts for modular wall pieces called out from earlier paint overs.

Paint over of the end of mission teleporter room from a screenshot of a scene in Unreal.  This was a more finished level but I kitbashed assets to hide any grey box from existing assets.

Paint over of the end of mission teleporter room from a screenshot of a scene in Unreal. This was a more finished level but I kitbashed assets to hide any grey box from existing assets.

The teleporter had several states and I was tasked with making all of them very clear for the players.  The teleporter is stalled out and needs attention from players to resume charging.

The teleporter had several states and I was tasked with making all of them very clear for the players. The teleporter is stalled out and needs attention from players to resume charging.

Teleporter is charging.

Teleporter is charging.

Teleporter is open and ready.

Teleporter is open and ready.

The AD tasked me with concepting an alien cathedral for one of the late game areas.  I was inspired by floor lights and gothic cathedrals.

The AD tasked me with concepting an alien cathedral for one of the late game areas. I was inspired by floor lights and gothic cathedrals.

Various Lights and light posts for the alien cathedral.

Various Lights and light posts for the alien cathedral.

Concepts for columns in the alien cathedral.

Concepts for columns in the alien cathedral.

More concepts for columns in the alien cathedral.

More concepts for columns in the alien cathedral.

A slithering doorway in the alien cathedral.  We needed a big bad to fit through this one.

A slithering doorway in the alien cathedral. We needed a big bad to fit through this one.

A smaller door with a required key based on the concept for the larger door.

A smaller door with a required key based on the concept for the larger door.

Assault rifle concept.  These were carried by the mobs.  Models were done after side concept by 3D.

Assault rifle concept. These were carried by the mobs. Models were done after side concept by 3D.

Shotgun concept.  These were carried by the mobs.  Models were done after side concept by 3D.

Shotgun concept. These were carried by the mobs. Models were done after side concept by 3D.

SMG concept.  These were carried by the mobs.  Models were done after side concept by 3D.

SMG concept. These were carried by the mobs. Models were done after side concept by 3D.

Machine Pistol Concept for one of our heroes.

Machine Pistol Concept for one of our heroes.

Assault rifle concept with grenade launcher for one of our heroes. Character concept was done by another concept artist.

Assault rifle concept with grenade launcher for one of our heroes. Character concept was done by another concept artist.

Grenade spawn point.  We needed to make the canisters generic becasue heroes had different grenades.  The holographic counter would let the players know how many grenades were left.

Grenade spawn point. We needed to make the canisters generic becasue heroes had different grenades. The holographic counter would let the players know how many grenades were left.

Various concepts for fragmentation grenades.

Various concepts for fragmentation grenades.

Modular design for cover concepts with measurements and material callouts.  We had crouching and vaulting in game for both heroes and enemies we needed to accommodate for.

Modular design for cover concepts with measurements and material callouts. We had crouching and vaulting in game for both heroes and enemies we needed to accommodate for.

Detailed cover concept.

Detailed cover concept.

Detailed cover concept with holographic display.

Detailed cover concept with holographic display.

Ceiling cables concepts.

Ceiling cables concepts.

Wall socket concepts.

Wall socket concepts.

Work from a now cancelled co-op fps game in 2018. I was brought on to focus on moods, environments and weapons. My work included
working with the AD to define the direction, concepting modular environments, painting over existing environment to augment the direction, defining set pieces for 3D, and concepting weapons and grenades.

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