Bastion Key Art

Key Art Concept for Bastion. We wanted the area to feel airy with souls able to flow through the clouds and structures. I want to show some of the process involved in creating this concept. A lot of exploration and studies are done before arriving on the final painting. It was fun to work with many talented artists on Bastion, some of whom were exploring tech to see how we could achieve these ideas in the game while we were working on concepts for the zone. Gabe Gonzalez, Kelli Hoover, Nick Murano, Phillip Zhang, Jessica Clarke, Lianna Tai, Brian Youn and our Environment, Dungeon and Level Design Team did an incredible job with additional art and design to bring it all together.

We wanted the structures to feel weight-less and airy.  I explored infinite temples in the clouds that souls go to depending on the path they chose.

We wanted the structures to feel weight-less and airy. I explored infinite temples in the clouds that souls go to depending on the path they chose.

Early Ideas.  I start with studies to explore different possibilities.

Early Ideas. I start with studies to explore different possibilities.

I did some color exploration for the zone.  We wanted the realm to feel ethereal and spiritual.

I did some color exploration for the zone. We wanted the realm to feel ethereal and spiritual.

More color exploration.  Brian Youn, Lianna Tai and Jessica Clarke from the Dungeon Team helped with additional concepts and 3d work to fully visual the Bastion structures.

More color exploration. Brian Youn, Lianna Tai and Jessica Clarke from the Dungeon Team helped with additional concepts and 3d work to fully visual the Bastion structures.