Cloud busters

Here's a (way too big) art dump from a side project I worked on with Tom Spira (Developer) and Quentin Lapeyre (Game designer). We spent almost two years on it - some months more intensively than others - but we kept a fairly regular rhythm throughout. The idea was to create a roguelite set in a cyberpunk universe, where you fight bots in an arena to prove you're the fiercest gladiator in town!

This is a glimpse of some of the work I contributed. I was responsible for everything on the art side. There were many things I tackled for the first time like UI and VFX but it was really exciting to learn so many new things! On the 3D side, everything is made in texture and only an outline shader was used. I chose this art direction as we were working

I've added some captions to explain certain parts in more detail and a video teaser in case you're curious.

I also received invaluable help along the way in areas where I wasn’t particularly good. Here they are:
Sarah helped with some animations and gave super helpful feedback as well:
https://www.artstation.com/haryas
Philémon did a few rigs when things got too tricky. He did an awesome job rigging the final main character in the prototype:
https://www.artstation.com/kiuun
Jeremy created the final concept for the main character:
https://www.artstation.com/kuru

Also used some resources from the marketplace:
Rub Luna de San Macario VFX pack: https://www.artstation.com/marketplace/p/YDnN0/handpainted-flipbooks-01-assets-for-vfx-artists

Thanks for checking this post!

In game preview with tails

In game preview with tails

Second rework of the character, with improved readability and personality

Second rework of the character, with improved readability and personality

Character select screen, testing how to present each class

Character select screen, testing how to present each class

I ended up sculpting the model even though it didn't need any normals

I ended up sculpting the model even though it didn't need any normals

I was so happy with the shooting on this one - it ended up being 10x better later on!

I was so happy with the shooting on this one - it ended up being 10x better later on!

Dynamic run, got some help from Sarah on this one

Dynamic run, got some help from Sarah on this one

The bad guys

The bad guys

The first boss, he ended up having a wrestler look to fit the gameplay

The first boss, he ended up having a wrestler look to fit the gameplay

We explored the idea to have enemies themed around corporations

We explored the idea to have enemies themed around corporations

The idea was to have enemies themed around different Arena on this one - like the iron maiden robot in the Techno Church

The idea was to have enemies themed around different Arena on this one - like the iron maiden robot in the Techno Church

Some procreate sketches and ideas around a canon guy

Some procreate sketches and ideas around a canon guy

Roguelite meant shops and funny NPCs

Roguelite meant shops and funny NPCs

Not the best animation but it was really satisfying to achieve this!

Not the best animation but it was really satisfying to achieve this!

Super buggy, the RIG struggle was real on that one :')

Super buggy, the RIG struggle was real on that one :')

Items that served different purpose

Items that served different purpose

Ideation on weapons and items + cyber-mech monkey ofc

Ideation on weapons and items + cyber-mech monkey ofc

Using flipbooks I created in Animate

Using flipbooks I created in Animate

Very first concept of the arena in the top left, and more themes exploration

Very first concept of the arena in the top left, and more themes exploration

Final arena in 3D with the boss floor

Final arena in 3D with the boss floor

First arena using a modular approach in case we needed different arena shapes and size

First arena using a modular approach in case we needed different arena shapes and size

Darker spots were a bit too distracting, removing them brings more readability - I'm still really happy with the darker version!

Darker spots were a bit too distracting, removing them brings more readability - I'm still really happy with the darker version!

Floor needed more readibility from a gameplay perspective

Floor needed more readibility from a gameplay perspective

Trying environment stuff using Rub Luna de San Macario's VFX package

Trying environment stuff using Rub Luna de San Macario's VFX package

HUD test

HUD test

Creating UI for the first time was a bit daunting at first, here are different tests on the perk choice

Creating UI for the first time was a bit daunting at first, here are different tests on the perk choice

Implement a rarity feature and corporations

Implement a rarity feature and corporations

Template windows

Template windows

The first test was much more comic looking

The first test was much more comic looking

Icons were actually super fun to work on!

Icons were actually super fun to work on!

One of the first VFX using a flipbook done in Animate

One of the first VFX using a flipbook done in Animate

Some perks were themed around spawing robochickens, yes they were the best

Some perks were themed around spawing robochickens, yes they were the best

This guy was our first enemy in the arena

This guy was our first enemy in the arena

Executions were a big part of the gameplay, we ended up iterating on this one quite a bit

Executions were a big part of the gameplay, we ended up iterating on this one quite a bit

Thanks for checking this post!

Thanks for checking this post!