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Tribal Robots: Stylized Environment Art (Props, foliage & resources)

Hi! I want to share with you the prototype we have been working on for the last year and half (2021 and 2022) in Mighty Polygon. 'Tribal Robots' is just a codename, but it is a prototype demo developed with Unreal Engine 5: a Survival adventure game where nature meets technology. Also, our (and my) first contact with stylized art style. In this world, all technology is alive and combined with nature, so you could see robotic trees and roots with natural looks but metal parts, robotic fruits or animals... and even giant robotic colossus around the world, like huge explorable landmarks.

We were a small indie studio of only 6 people, where all the art was made by just two artists: Javier Sanz and me. My responsibilities were focused on all the artistic aspects of the game, including the development of the Artistic Style and Art direction in colaboration with Javier Sanz. I mostly made and designed the characters, enemies and their animations in the game, but I also made many environment assets and resources. Sculpting, 3D modeling, texturing, rigging, animation and concept art. We also helped in the first steps of the game design at the beginning of the development, helping to create the initial concept of Tribal Robots with the combination between nature and technology (Cybernature), the colossus, etc.

In this post you can see some of the environment art I did for Tribal Robots, with some trees, resources, machines, giant roots for splines and other stuff, all of them from concept to ingame stage (Sketches, Sculpting, 3D Modeling, Texturing and ingame implementation). Also some ingame screenshots directly from Unreal Engine 5. I helped to put some of these elements into the world and participated in level design meetings about it, but the level building of this map, dressing and lighting of this level was made by Javier Sanz.

Hope you like it!

Javier Sanz profile: https://www.artstation.com/javiersanz

In-game screenshot from Unreal Engine 5. Level dressing & Lighting of the map: Javier Sanz. Artistic Style/Art Direction developed together between Javier Sanz and me

In-game screenshot from Unreal Engine 5. Level dressing & Lighting of the map: Javier Sanz. Artistic Style/Art Direction developed together between Javier Sanz and me

Big Robotic Tree

Big Robotic Tree

Robotic Tree

Robotic Tree

Leaves resource, Leaves Bandage, Branch resources and different cyber-rocks of stonium - Robotic Resources

Leaves resource, Leaves Bandage, Branch resources and different cyber-rocks of stonium - Robotic Resources

Tsu-Tsu node, Tsu-Tsu fruit and Roasted Tsu-Tsu fruit - Robotic Fruit

Tsu-Tsu node, Tsu-Tsu fruit and Roasted Tsu-Tsu fruit - Robotic Fruit

Toko-Toko fruit, Roasted Toko-Toko fruit and Bush (leaves node) - Robotic Fruit

Toko-Toko fruit, Roasted Toko-Toko fruit and Bush (leaves node) - Robotic Fruit

Giant robotic roots with customizable parts

Giant robotic roots with customizable parts

Giant root ingame example

Mineral core - Rock saplings

Mineral core - Rock saplings

Colossi data node

Colossi data node

Allows the player to craft different modules for the robot

Allows the player to craft different modules for the robot

Rock node saplings

Rock node saplings

Ingame screenshot - Unreal engine 5

Ingame screenshot - Unreal engine 5

Giant root spline example

Giant root spline example

The colossus trapped between giant roots

The colossus trapped between giant roots

Early prototype version without final node destruction, particles and other ingame feedback