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Early art stages for a university project in teams (Quasar)

This is a university project done in 2022, where four friends and I started to conceptualize our very first game in Unity. Some of these ideas, concepts and art I made for the game didn't make it in the end, but they're showcased here since it's a meaningful project, where we all learnt inmensely. The roles I took varied a lot, but I focused on UV unwrapping, texturing, illumination, integration and concept art the most. We ended up giving Quasar a totally diferent story and gameplay in 2023.
Props and spaces shown here were modelled by Jael Valle (https://jaelvalle.artstation.com/) and the character was modelled by Carmen Vizuete (https://cuki_kitty.artstation.com/)

Orphanage concept. This environment is where the gameplay started.

Orphanage concept. This environment is where the gameplay started.

Character concepts done during early brainstorming phases.

Character concepts done during early brainstorming phases.

Storyboard for the cinematics.

Storyboard for the cinematics.

This is the place where the protagonist wakes up after turning into a quasar. Though this level didn't have a strong artistic identity, I started getting into Unity illumination systems at that point.

This is the place where the protagonist wakes up after turning into a quasar. Though this level didn't have a strong artistic identity, I started getting into Unity illumination systems at that point.

Lab corridor (illumination and texturing).

Lab corridor (illumination and texturing).

Lab hall (illumination and texturing).

Lab hall (illumination and texturing).

Lab's secret floor (illumination and texturing).

Lab's secret floor (illumination and texturing).

Some props with PBR textures done in Substance Painter.

Some props with PBR textures done in Substance Painter.