Unhinged
Art Direction, Concept Art, Game & Level Design
Unhinged is a sci-fi, open-world survival-craft title in development by Unifiq Games. As the Art Director and Level Designer of the project, I defined the game's aesthetic and visual tone, guiding the artistic vision from early concept to final in-game execution for the first playable build of the game.
- Client
- Unifiq Games
- Role
- Art directorConcept artistGame designerLevel designerUI designerVideo editor
- Tools
- Unreal EngineBlenderPhotoshop
The World of Unhinged
One of the first artworks made for the game, mapping out how the world fits together. You wash up on the beach, clear the opening tutorial, and reach the heart of the map, free to head anywhere, at your own pace, with every region throwing a completely different set of challenges at you.
Basic Blocks
A few of the modular pieces for building vehicles and structures. Players snap them together into whatever machine they can imagine, each one suited to a different job and shaped entirely by their own creativity.
A Modular Vehicle, Built from Blocks
Fuel Blocks
A small preview of how the blocks attach together to build different machines.
The official trailer I made for the game's reveal on IGN.
Blare, the Launcher
Forge, the Gravity Gun
Torchio
Total Recall Station
The Total Recall. It's the game's save station, built as real in-world equipment: it scans and captures your surroundings at that exact moment, and just before you die, it pulls you back to it.
Hypermail Terminal & Trial Console
Left, the Hypermail terminal: choose what you can order, and it's hypermailed for you to collect. Right, the Trial Console: it gives you a cryptic hint about what a trial holds, and hands over the pass card once you've beaten it.
Trial Sites
Concepts for the trial areas, where the tests take place.
Alien Flora
Game UI, the Inventory on the In-Game Tablet