Experimenting with really extreme contrasts for the flashback sequences of Mundaun.
Created a version of a soldier with very reduced, blocky geometry, resembling a wooden soldier. Could be used in a puzzle.
Clip of work-in-progress flashback cutscene.
When hand-drawing the textures for a face, it makes sense to work in small steps. After a rough sketch, the drawing is scanned and applied to the model in Blender to check if the facial features are in the right place. Corrections can then be made to the rough pencil drawing before going to much into details.
The dark chapel in the game.
Pencil drawing for an alternate version of the chapel with wall drawings inspired by Bosch, Brueghel and others.
The crooked misshapen hand of the devil in Blender. The texture was created using very soft pencils and an eraser to create the smooth transitions.
As the number of drawings for Mundaun grows bigger by the day, I decided to buy an archival storage box for them.