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Every Day We Fight - Key Art

Mid way through Every Day We Fight's development I had the pleasure to make some Key art for the game that would double as marketing and a Banner for Signal Space Lab's booth at Pax. It had to get done quick, so i relied heavily on the great environments and assets our 3D team had produced.

The timeline on this task was tight, so I explored ideas with fast sketches, looking a lot at movie posters and comic covers, trying to express the story of the game, as well as it's mood and hint at the gameplay, in one image.

After some more detailed value roughs we loved the idea of our heroes taking cover behind a wall, exchanging fire with the Alien invaders, with the old European city alongside alien machinery as a good backdrop.

With these roughs I captured some cool backgrounds and foreground elements in Unreal. I brought our characters and weapons in Blender, lit them to match the sketch and background images, and composited everything together in photoshop. Then came the process of polish and overpainting.

For such a tight turnaround, the image works well, communicating the premise of Every Day We Fight in one image: A rag-tag group fighting against and overwhelming alien force, in a Covered-based tactics game with third person shooting elements- it's all there! It got made into the big the banner, but also served us as steam capsules.

Final art

Final art

Thumbnail sketches - exploring themes, interplay of enemies and heroes, and type interaction.

Thumbnail sketches - exploring themes, interplay of enemies and heroes, and type interaction.

Value roughs

Value roughs

Compositiing process

Compositiing process

More compositing and polish

More compositing and polish

Sans Text

Sans Text