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Project Baxter: Vegetation & Corruption 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

Early tree sketches from pre-production.

Early tree sketches from pre-production.

Tree variations

Tree variations

Bushes

Bushes

Flowers and leaf variations for ferns or smaller bushes.

Flowers and leaf variations for ferns or smaller bushes.

Finalized corrupted root design.

Finalized corrupted root design.

Corrupted root sketches.

Corrupted root sketches.

First iteration of corruption. We started exploring fleshy tumor-like corruption that would spread from the enemy encampments. However, after many iterations, the idea changed into massive pale roots.

First iteration of corruption. We started exploring fleshy tumor-like corruption that would spread from the enemy encampments. However, after many iterations, the idea changed into massive pale roots.