Techtonica Machine Art

As part of the core art team on Techtonica, I was responsible for the planning, concept, design, and prototype models of several of the game's main machines, which players use to build underground automated factory networks.

To maintain consistency in the machines' appearance, master smart materials were created in Substance Painter and referenced in the concept documents. Most machines use a single texture atlas, so we had to creatively utilize the texture space, reserving more space for high-visibility areas. Polycounts were also limited, requiring efficient design solutions that still followed the shape language of the game's art style.

Another important consideration was that the base of each machine needed to follow a grid-friendly format, allowing ports to be placed according to game design specifications.

The machine designs were intended to feel like heavy-duty, repurposed equipment inspired by 1950s industrial machinery and Maschinen Krieger.

Software: Photoshop, Blender, Substance Painter, Unity

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