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ENVIRONMENTS

Synthwave Drift

Within this section you will see my work and contribution to the environments you would have seen within the ‘Synthwave Drift’ experience. As lead 3D Artist I was responsible for the design and creation of the work you see below, from concepting designs to then further modelling them for use.

Please have a scroll through to see the development of these environments or press the button below to directly view the gallery.

'Synthwave Drift' Environments: Welcome

Synthwave Mountain Plains

Synthwave Drift's First Environment

"The second major task we gave Mitchell was to create the main environment for the game. For starters we were sure to have the environment include the iconic mountains and palm trees that are commonly seen in the Synthwave genre. The team collated some reference images for Mitchell and then he developed a piece that fit perfectly with our vision. His car and environment models impressed the team so much we decided to use it for a large portion of the marking material.”

– Nathan Reynolds (Co-founder of ZeroWorks Studio and Creative Director)

'Synthwave Drift' Environments: Text
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Mountain_Enviroment_Complete_02.png
Mountain_Enviroment_Complete_03.png
Obstacles_03.png
Obstacles_01.png
Obstacles_02.png
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'Synthwave Drift' Environments: Image

Synthwave Cityscape

Synthwave Drift's Second Environment

This was the second environment for the game that I was tasked with concepting and creating. Developed within Maya, this city was a much more ambitious project to take on, with each building being modelled to the highest quality and uniqueness to stand out individually within the world.

*Still in Development*

Unfortunately, development on the game stopped before this environments completion, however I do hope to return to this environment and complete for my own personal project.


'Synthwave Drift' Environments: Text
City_Build_03_(Asset_Test)_1.jpg
State_Building_01_(Dark_Version).png
Roche_Building_02_(Light).png
Shard_01_Light.png
Basic_Building_05_(02_Textured)_1.jpg
Basic_Building_04_(02_Textured)_1.jpg
Basic_Building_02_(02_Textured)_1.jpg
Basic_Building_06_(02_Textured)_1.jpg
Basic_Building_03_(02_Textured)_1.jpg
Basic_Building_01_(02_Textured)_1.jpg
'Synthwave Drift' Environments: Image

Gallery

'Synthwave Drift' Environments

Find below the complete collection of renders which present the 'Synthwave Drift' environments, showing the final outcome and development of each environment.

Mountain_Enviroment_Complete_01.png
Mountain_Enviroment_Complete_02.png
Mountain_Enviroment_Complete_03.png
Obstacles_03.png
Obstacles_01.png
Obstacles_04.png
Obstacles_02.png
Mountain_Enviroment_Complete_04.png
City_Build_03_(Asset_Test)_1.jpg
Basic_Building_06_(02_Textured)_1.jpg
Basic_Building_05_(02_Textured)_1.jpg
Basic_Building_04_(02_Textured)_1.jpg
Basic_Building_01_(02_Textured)_1.jpg
Basic_Building_02_(02_Textured)_1.jpg
Basic_Building_03_(02_Textured)_1.jpg
'Synthwave Drift' Environments: Portfolio
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“For the game we really wanted to nail the 80s aesthetic. Synthwave / Retrowave as a visual style has a lot of iconic imagery: the mountains, the sun, the palm trees, etc. It was important to us that the modelling team to really understand what the visuals of this style were and how they can use their skills to recreate this distinct style, but also model them in a way that it wouldn't affect the performance of the game and worked well with the random generation element of the game.”

Nathan Reynolds (Creative Director and Co-Founder of Zeroworks Studio)

'Synthwave Drift' Environments: Quote
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