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Published 1 year, 3 months ago

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Countdown to ‘Phantom: Covert Ops’—Art Department Deep Dive

We kicked off the week with a behind-the-scenes take from nDreams Technical Director Grant Bolton, followed by an interview with Studio Art Director Glenn Brace. Today, Brace is back for a deep dive on the game’s visuals.

How big is the team that worked on the art for Phantom: Covert Ops?

Glenn Brace: The team for Phantom was quite big and varied for a VR dev—we peaked at about 27 artists.

What influenced the character design and overall art direction?

This incredibly focused, almost noir visual style and context afforded us the opportunity to really aim our technical team all in the right places. The support we had from our graphics and tech team was second to none. Our code team built upon UE4’s systems to allow us to really amp up our ability to deliver heavy atmosphere, impressive water, massive environments, and most importantly, outstanding flexibility in lighting.

Do you have a favorite piece of concept art you can share?

GB: There was a massive amount of concept art produced—every vertical surface in the studio was covered in it. There are plenty of favorites, but definitely a few stand out pieces that had a massive influence on the team:

If you had to pick one, what would you say is the game’s most stunning visual moment for you?

GB: With such an atmospherically charged experience, it is almost impossible to pick just the one. For the sweet blend of tension gameplay, visual tone, and extreme sense of atmosphere and composition, I’d have to pick Mission 5, the Ruins, the Train Yard run in. It’s a very memorable moment with cinematic traits and such a heightened sense of presence, plus it’s a great start to a new mission that really switches things up a bit!

What’s your favorite part of the game and why?

GB: Mission 6 — the accumulation of all the tactics and tools put into practice— full on stealth, at its best, played my way, with my choices.

What’s next for you? Any exciting updates in the works?

GB: Absolutely loads, lots of thoughts towards Quest. Now with so much in place I’m super excited about where we build upon those ideas and maturing tech to take things even further.

Original article

Jun 30, 2020 at 03:40

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