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Farlands Art

Art dump of my work on "Farlands", a game our team at Oculus Rex did for the launch of the Rift. Everything here was guided by the art direction of Kenneth Scott

This was one of the most rewarding projects for me since I was given a lot of freedom creatively by Kenneth. It was also a fun style where we riffed a lot off Dark Crystal, Jim Henson and Rango.

These images are a mixture of the high resolution sculpts before I converted them to in-game real time models as well as 3D sketch maquette concepts.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Giffle high resolution sculpt. This was a fun one to do since I got the chance to design it. I patterned it after succulent plants. The hands and feet were inspired by my wife's suggestion of looking at ivy roots that cling to walls.

The Wibwom high resolution sculpt. Design by Gabo Garza. I added the gullet where it can inflate like a balloon. It would use this action as a way to communicate with the player.

The Wibwom high resolution sculpt. Design by Gabo Garza. I added the gullet where it can inflate like a balloon. It would use this action as a way to communicate with the player.

The Wibwom high resolution sculpt. Design by Gabo Garza. I added the gullet where it can inflate like a balloon. It would use this action as a way to communicate with the player.

The Wibwom high resolution sculpt. Design by Gabo Garza. I added the gullet where it can inflate like a balloon. It would use this action as a way to communicate with the player.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

The Koleron. Design by Gabo Garza. The grumpy residents of Farlands.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

Zoie the robot. This is the high resolution model I made in Maya. I worked on top of a 3D maquette designed and created by Kenneth Scott in Zbrush.

One of the aquatic dwellers of Farlands. Design by Gabo Garza.

One of the aquatic dwellers of Farlands. Design by Gabo Garza.

One of the aquatic dwellers of Farlands. Design by Gabo Garza.

One of the aquatic dwellers of Farlands. Design by Gabo Garza.

A creature I designed early on in pre-production while brainstorming for characters.

A creature I designed early on in pre-production while brainstorming for characters.

A creature I designed early on in pre-production while brainstorming for characters. Very much influenced by Jim Henson's stuff. The star-like eyelids would engulf the eyeballs and wrap around it as a way in which this creature would blink.

A creature I designed early on in pre-production while brainstorming for characters. Very much influenced by Jim Henson's stuff. The star-like eyelids would engulf the eyeballs and wrap around it as a way in which this creature would blink.

The Oleant 3D maquette. Design by me. The final Oleant that made it in the game was designed and built by Sean Binder

The Oleant 3D maquette. Design by me. The final Oleant that made it in the game was designed and built by Sean Binder

The Oleant 3D maquette. Design by me. The final Oleant that made it in the game was designed and built by Sean Binder

The Oleant 3D maquette. Design by me. The final Oleant that made it in the game was designed and built by Sean Binder

The Hollow 3D maquette. A character that did not make it in the game. Design by Gabo that I modified a bit.

The Hollow 3D maquette. A character that did not make it in the game. Design by Gabo that I modified a bit.

The Hollow 3D maquette. A character that did not make it in the game. Design by Gabo that I modified a bit.

The Hollow 3D maquette. A character that did not make it in the game. Design by Gabo that I modified a bit.

A giant Farland tree.

A giant Farland tree.

A giant Farland tree.

A giant Farland tree.

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

The Smud. Design by Gabo Garza. This was not the version that made it in the game. The final version was made and designed by Sean Binder

One of the bigger creatures of Farlands. This did not make it in the game. Design by Gabo.

One of the bigger creatures of Farlands. This did not make it in the game. Design by Gabo.

One of the bigger creatures of Farlands. This did not make it in the game. Design by Gabo.

One of the bigger creatures of Farlands. This did not make it in the game. Design by Gabo.

Another creature that did not make it in the game. Design by Gabo Garza.

Another creature that did not make it in the game. Design by Gabo Garza.

Another creature that did not make it in the game. Design by Gabo Garza.

Another creature that did not make it in the game. Design by Gabo Garza.

Another creature that did not make it in the game. Design by Gabo Garza.

Another creature that did not make it in the game. Design by Gabo Garza.