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Environment Art Direction for Lotus (Working Title)

This page presents the Art Direction I developed for the environments of Lotus, a roguelike experience built for replayability and strong visual identity.
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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.
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Character's and UI Art Direction was instead curated by Silvia Romei: https://www.artstation.com/silviaromei
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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.
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Shown here is a selection of the core directives and stylistic examples, used to guide the environments' art team.
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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.

Mood key art establishing the core identity of Lotus: a medieval‑inspired setting infused with ornate floral motifs, cinematic lighting, realistic material rendering, and expressive ink‑lined contours reminiscent of graphic‑novel illustration.

Mood key art establishing the core identity of Lotus: a medieval‑inspired setting infused with ornate floral motifs, cinematic lighting, realistic material rendering, and expressive ink‑lined contours reminiscent of graphic‑novel illustration.

A set of color sketches defining the mood and color palette around the castle entrance, followed by initial room sketches that test lighting, atmosphere, and spatial composition inside the fortress. Visual tone and early direction.

A set of color sketches defining the mood and color palette around the castle entrance, followed by initial room sketches that test lighting, atmosphere, and spatial composition inside the fortress. Visual tone and early direction.

Exploratory sketches of the castle’s exterior entrance, created to define the pre‑run moment before gameplay begins. Multiple solutions were explored ensuring the player is introduced to the story and atmosphere in a clear and engaging way.

Exploratory sketches of the castle’s exterior entrance, created to define the pre‑run moment before gameplay begins. Multiple solutions were explored ensuring the player is introduced to the story and atmosphere in a clear and engaging way.

Concept exploring how props and materials evolve throughout the ascent. The “low‑castle” form (simple, worn, and functional) and its “high‑castle” counterpart, ornate and refined. They illustrate the visual logic of the game’s vertical progression

Concept exploring how props and materials evolve throughout the ascent. The “low‑castle” form (simple, worn, and functional) and its “high‑castle” counterpart, ornate and refined. They illustrate the visual logic of the game’s vertical progression

Moodboard for the entrance hall, gathering material references and key design elements. A collection like this was created for every of the castle’s signature spaces, to guide the modeling and texturing teams, defining the visual language.

Moodboard for the entrance hall, gathering material references and key design elements. A collection like this was created for every of the castle’s signature spaces, to guide the modeling and texturing teams, defining the visual language.

Wall‑mounted brazier shaped as a condor. Pencil sketch and 3D concept sculpted in 3D‑Coat. For particularly important hero props like this one, additional 3D concepts were created to give the modeling team clear guidance on form, proportions, and material

Wall‑mounted brazier shaped as a condor. Pencil sketch and 3D concept sculpted in 3D‑Coat. For particularly important hero props like this one, additional 3D concepts were created to give the modeling team clear guidance on form, proportions, and material