"Phlebas" is a personal project inspired by the seventh chapter of the book "Consider Phlebas" by Iain M.
Banks, a space opera novel.
The story of this chapter develops in the capital of a space orbital. "Vavatch". This city is pleasure
oriented and it was built for that purpose.
An illegal game of cards will be hosted in the capital. A game for the rich mentally disturbed to fulfill their
This forbidden game has a few embellishments to make it more attractive.
Similar to poker, but every card will affect the emotions of the players and also, real lives will be at stake.
LAYOUT & DESIGN
The idea was trying to imagine how a film adaptation in the 80's, when the book was written, would look like. Following that, I thought art deco would be a perfect match. It is classical but yet it looks modern. Also, it is rich and elegant, just like the place was described in the book.
For the art direction of the technology, I aimed for a retro look mixed with the art deco.
That is mainly coming from the materials that gives it a premium look and also the gold patterns.
Early ideation for the Emotion field generator, at first, the idea was to create this "emotion field" by pheromones being released after a chemical reaction. Also some quick photobash/painting trying to define the look of the retro tech mixed with art deco and seeing how it could fit in the end. Those were very helpful and effective.
Jose Ramirez Casas
Concepts done for the VFX class. The story takes place during the 20's in London. My task in this project
was designing the street and museum extetior-interior while coming up with some keyframes to define
the mood and lighting in each shot.
Lukarhnn team(VFX): Jade Hiot,Damien Giry, Guillaume Devilers, Jean Avisse and Fadia Hamam
Concepts done for Game Art 2 class Project. Saint Michel descends from heaven to hell and we will follow him through this journey to finish Lucifer. I had to design the church where the gamplay begins and also the salt desert with the blood trail leading to the Pandemonium gate and fallen angel
sourrounded with dead souls. The real challenge for this part was coming up with different ideas to keep the player interested during the desert part. Defining the look for the blood trail was also one of the key things.
Odium team (GA): Adrien Lemoine, Thibault Pasquier, Pierre Sébastien, Julien Benyahia, Lucille Fournié, Paul Bellier
Thanks to all the amazing teachers I had at New3dge and provided us with the best education out there.
Thanks to Nils Carstens for the direction in the project
Thanks to the school, specially Fabien ROUMAZEILLES and Aurélien FOURNIER who created the concept art class and give us this opportunity.
And thanks to all my classmates that went with me in this two years journey.
Love you guys.