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Some of this stuff is 3-4+ years old now, but it will rot in a random folder anyway, so here's a fat thread for some of the Enviromental Concept Art/Models for the game (Context: I was a concept artist, modeler and level designer for the game)
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First the concept art. Possqueen and the team already had a decent idea of what they wanted out of Airbourn Alter, so I just worked off what the team already had and we eventually built up the idea to this extent (For the general lore/idea of the game)

We also had a distinct vibe we wanted to push with Act 2 being the more "ancient" and "collapsing" but also the more techinlogically advanced area of the zone (though I could be mis-remembering)

Here is a fraction of some of the intial concepting ideas we ran through for Airbourn Altar (I actually drew some inspiration from older Hindu/Cambodean Architecture intially for these)

(Again, fraction of what we actually drew lol)

I'd also started drafting some base visual ideas from some of the other stages planned. These are for the Timber Tropics (Again, more info on Possqueen's Bluesky post for that stage idea)

Base Concepts Glacial Grotto, since its based on the north pole area in OVA, I play around with an idea of a volcanic active "winter hotspring" kinda thing with the second image

Some barebones stuff in for final stage, Interstellar Impact (Unfinished space elevators go brr)

I could go on, but we drafted A LOT of ideas for Airbourn Altar, let alone for the rest of the game.

Next are some of the enviromental models. I'd never 3d modelled or done enviromental/level design before this project, so I basically had to learn all of this on the fly lol Here's some of the architecture for the stage

Some shots of the enviroment in Act 1 in Unity (Massive shotout to @LandyRS and Poss-queen with the texture/material building for the game. am too stupid to do this stuff well gahahaha)

And here are some for Act 2

Not exactly model stuff, but we did mess around with some cool Unity Particle/FXs for stuff like light rays and clouds etc.

Anyway, I think I'll end the thread there for now. I didn't go over any character/enemy concepts either, among a bunch of other stuff, so if folk are interested, I'll dump those at another time. Aight, back to the work mines I go, they'll get mad if I stay out too long

This is the 3D Sonic of my dreams man, I've been following this project ever since the first teaser and it never ceased to amaze me. You did some genuinely fantastic work there. I felt emotional finally being able to play the game honestly.

doctor bean is.... goated????

Am just a little guy.....

Yooo! You've been putting in some good work dude! No wonder you were in the mines so long.

Gahahaha, well I techically was working on this before my anime stuff, but animation work isnt the only thing I do with my time lol

@_CallMeDante AND YOU DIDNT TELL ME???!?!?

@_CallMeDante You never asked🤓

This looks so freaking COOL!!!

Ts looks like a marvel comic book

That was what the main dev was going for, they wanted the game's visuals to be similar to a comic

doctor bean I didn’t know you fw sonic like this

I never had a reason to bring it up on here till now lol

No wonder you've been quiet for a while this is top tier levels of work!

Bruh, I ain't touch most of this shiznit in like 3 years 😂

Either way still awesome and I hope you've been keeping well man!

Been doing decent! (mostly lol)

As someone who wants to get into environmental design this is an extremely helpful thread, thank you very much and good job on such pretty work

Might make a post about the enviroment planning and stage layout in the future since I did learn from the ground up, I dont really consider myself a level designer in a normal sense since I cant code for jack (also this is the only time I've done it), but I did learn a few things

The information would be valuable and interesting to read

Dragon driftway music is random
