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 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 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.
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.
“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.”