Finally, a final version of my #UE5 #environment (part 1)
I did quite a bit polishing and processing in the end as well
#environmentart #gameart #landscape #Unreal #Blender #materialmaker
and here is part 2
#environmentart #UE5 #Unreal #Blender #materialmaker #environment #gameart #landscape
Finally, a final version of my #UE5 #environment (part 1)
I did quite a bit polishing and processing in the end as well
#environmentart #gameart #landscape #Unreal #Blender #materialmaker

This page presents the Art Direction I developed for the environments of Lotus, a roguelike experience built for replayability and strong visual identity. . The project’s artistic foundation blends a grounded medieval world with elegant Art Nouveau influences; flowing lines, organic curves, and recurring floral motifs that define the personality of every environment, prop, interface element, and character design. The art direction establishes the visual pillars that shaped the production of environments and props. Moodboards, references, and style guidelines outline how materials, shapes, silhouettes, and lighting should interact across the game. One of the key creative decisions was adopting an almost‑isometric top‑down perspective to ensure clear gameplay readability while maintaining cinematic mood, realistic surface definition, and a convincing sense of depth. PBR‑inspired material logic was defined at the art‑direction stage to unify the work of environment artists, character teams, and technical artists. . Character's and UI Art Direction was instead curated by Silvia Romei: https://www.artstation.com/silviaromei . The castle is constructed around a vertical progression: players begin in the rough, humble “low‑castle” areas and ascend through spaces that gradually become more ornate and refined. This required tight coordination across departments (concepts, characters, 3D models, textures, shaders and lighting) to ensure that every object, prop, and ornament exists in multiple variants reflecting this ascent. . Shown here is a selection of the core directives and stylistic examples, used to guide the environments' art team. . Together, these elements form the complete artistic blueprint of Lotus world: a modular, upward‑progressing medieval space enriched by Art Nouveau ornamentation, unified by floral language, and shaped to support both gameplay clarity and visual storytelling.
more shots from different angles and places on the #landscape
I made quite some progress on the #Unreal #Landscape project
Another drawing of a frog in a fun environment, a collection I've apparently started.
Available on Redbubble:
https://www.redbubble.com/shop/ap/178508597
#MastoArt #frog #shintoShrine #ToriiGate #environmentArt #digitalArt #illustration
I am still doing materials, shaders and landscapes. While I used #Godot for my initial landscape project, for the newest one I wanted to try out #Unreal, for fun and mainly to learn something new in a different engine.
Fun fact, even in this project there is quite a lot godot involved, in the form of #materialMaker, creating the #textures
I will continue to work on this project over the next weeks and even polish it further, add some more content ...