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Project Baxter: VFX Concepts

Hello! For roughly 3 years I got to work on the now cancelled Project: Baxter, a stylized fantasy co-op game set in the world of “Dungeons and Dragons”. This was my first real job in the industry, and even though the game was cancelled, I couldn’t ask for a better start in the industry. As a concept artist I was primarily responsible for the environment & prop concepts.I want to take the time to give a huge thank you to Kyle baerlocher (Art director), Vladimir Krisetskiy (Senior Concept Artist) and Christoffer Jensen (Senior UI Artist) for all the guidance, feedback and good memories. Also a shoutout to Daniel Perez (Studio Art Director) for taking me in and mentoring me during my internship period at Starbreeze.

https://www.artstation.com/kylebaerlocher
https://www.artstation.com/bopchara
https://www.artstation.com/chris_jensen
https://www.artstation.com/danielperezdir

Concepts of event barriers that leads up to tough fights or events. The player required a rare artifact to go through unharmed.

Concepts of event barriers that leads up to tough fights or events. The player required a rare artifact to go through unharmed.

Early concept sketches of the event barrier.

Early concept sketches of the event barrier.

VFX concept of a corrupted event rune. Enemy souls gets gathered by the rune and once the event is done, it collapses and spawns a reward.

VFX concept of a corrupted event rune. Enemy souls gets gathered by the rune and once the event is done, it collapses and spawns a reward.

Early concept of the player portal. The players would teleport into missions from a magical pool of water inside the player hub.

Early concept of the player portal. The players would teleport into missions from a magical pool of water inside the player hub.

Enemy spawn VFX. Corrupted magic erupts from the ground and materialize enemy forces.

Enemy spawn VFX. Corrupted magic erupts from the ground and materialize enemy forces.