Back4blood: COTW Expansion 2 Restaurant Concepts and Cross Sections

Collection of cross sections and various concepts I've done for Back4blood's Children of the Worm. This section mainly focused on the development of the Seafood Restaraunt in Act 5 and contains a lot of growing pains.
Huge shoutout to the art direction of Mike Brainard and architect extraordinaire Roger Lundeen for helping push the direction of these maps. This was a huge collaborative effort and thanks to everyone on the team for translating my work into something more incredible in the game.

Exterior Shot of the Restaurant. Which would later be named Ten Barnes. One of my very first assignments, joining the turtle rock team.

Exterior Shot of the Restaurant. Which would later be named Ten Barnes. One of my very first assignments, joining the turtle rock team.

One of the very first keyframe images done for this DLC.  Scott Warren did an incredible job, in taking my concepts and bringing life to this restaurant.

One of the very first keyframe images done for this DLC. Scott Warren did an incredible job, in taking my concepts and bringing life to this restaurant.

Top down cross sections, I find to be very helpful in communicating interior spaces and efficient way of identifying materials.

Top down cross sections, I find to be very helpful in communicating interior spaces and efficient way of identifying materials.

Good ol' bathroom concepts

Good ol' bathroom concepts

Earlier in development, we were thinking of ways to really push the color in this map.

Earlier in development, we were thinking of ways to really push the color in this map.

Switching from 3D to 2D concepts, is always a nice change of pace.

Switching from 3D to 2D concepts, is always a nice change of pace.

Its not always pretty, but its effective.

Its not always pretty, but its effective.

During the first few months of Turtle Rock, I was exploring the use of cross sections and taking the works of the previous concept team and pushing it. Taking the amazing stylistic renditions and iterating on them to find my voice.

During the first few months of Turtle Rock, I was exploring the use of cross sections and taking the works of the previous concept team and pushing it. Taking the amazing stylistic renditions and iterating on them to find my voice.

Which these weren't the greatest, but they helped communicate ideas.

Which these weren't the greatest, but they helped communicate ideas.

Which by the end of the project and moving to the 2nd map of Act 5. Would become more prominent in the growth of the style.

Which by the end of the project and moving to the 2nd map of Act 5. Would become more prominent in the growth of the style.

Wouldn't want to clean this mess up.

Wouldn't want to clean this mess up.