ARA: History Untold architecture work.

Architectural art that I worked on while I was the Concept Art Lead at Oxide entertainment. All art is owned by Oxide and Microsoft.

How it started, how it ended.

How it started, how it ended.

Three story future park.

Three story future park.

Open air Renaissance Plaza.

Open air Renaissance Plaza.

Tavern.

Tavern.

Aquarium.

Aquarium.

Little background here.  These elements were intended to be scattered about a parcel of land , connected with roads to give the impression of a large park where digs were ongoing.  We would create camps around dig sites.

Little background here. These elements were intended to be scattered about a parcel of land , connected with roads to give the impression of a large park where digs were ongoing. We would create camps around dig sites.

A future building that an entire city block/community as a single element.  Contains it's own park, animated water, lights that could be keyed to a player's chosen color.

A future building that an entire city block/community as a single element. Contains it's own park, animated water, lights that could be keyed to a player's chosen color.

A progression of a plot of ground from undeveloped and into the future.

A progression of a plot of ground from undeveloped and into the future.

Block exploration, a series.  A block is an interface element and a player should be able to read what is going on in the game through the architecture.

Block exploration, a series. A block is an interface element and a player should be able to read what is going on in the game through the architecture.

Affluent variation.

Affluent variation.

Depressed variation.

Depressed variation.

Damaged variation.

Damaged variation.

How a building would start.

How a building would start.

Building in progress with scaffolding in some cases

Building in progress with scaffolding in some cases

The complete buildings.

The complete buildings.

The buildings damaged.

The buildings damaged.

We were exploring using generic ruins elements to represent destroyed buildings across all times as a render savings.

We were exploring using generic ruins elements to represent destroyed buildings across all times as a render savings.

The generic ruins are now grown over, indicating a final game state.  still using generic elements as a render savings.

The generic ruins are now grown over, indicating a final game state. still using generic elements as a render savings.

Just a fun page of buildings for later in the game.

Just a fun page of buildings for later in the game.

I include this because it is fun, but there's also some method to the madness here.  Many of these elements of the boardwalk that are used here, were also combined into other structures like a theme park.  Savings.

I include this because it is fun, but there's also some method to the madness here. Many of these elements of the boardwalk that are used here, were also combined into other structures like a theme park. Savings.

A small sampling of residences through time periods.

A small sampling of residences through time periods.

Multi-step progress on a game element.  Clearing the site.

Multi-step progress on a game element. Clearing the site.

Foundations.

Foundations.

Work progressing.

Work progressing.

Building progress continues.  This was meant to go over several game turns.

Building progress continues. This was meant to go over several game turns.

Building complete.  Statue elements would be re-used for savings elsewhere.

Building complete. Statue elements would be re-used for savings elsewhere.

In decline.

In decline.

Well maintained.

Well maintained.

Damaged.

Damaged.

Destroyed.

Destroyed.