Synthetic Selection — Game Art & Concept Development

Selected work from Synthetic Selection, an experimental sci-fi game project I worked on from 2019–2022.

As the project's primary artist during this stage of development, I worked across concept design, creatures, weapons, vehicles, environments, UI, and 3D production, collaborating closely with the developer to translate gameplay ideas into visual designs and playable prototypes.

Role: 2D/3D Game Artist / Concept Artist
Responsibilities: Concept Design · Creature Design · Weapons & Props · Vehicles · Environment Art · UI · 3D Assets

Personal reworks based on the first couple character designs

Personal reworks based on the first couple character designs

Playable Prototype

Early playable prototype demonstrating the project's procedural creature and vehicle systems. My role focused on developing the visual concepts and game assets used to explore these gameplay ideas.

Mule — modular exploration vehicle designed for complex terrain, featuring interchangeable weapon mounts and grappling systems.

Mule — modular exploration vehicle designed for complex terrain, featuring interchangeable weapon mounts and grappling systems.

UIs for the Mule

UIs for the Mule

The Scavengers and the Queen — creature concepts developed as part of the ecosystem of The Vines.

The Scavengers and the Queen — creature concepts developed as part of the ecosystem of The Vines.

NUE is a dragon creature we developed based on a Japanese Yaokai with the same name, we made it a 3D printer dragon who can print different creations with bits from his tail.

Game model.

Game model.

Original designs. You can see the creature was very beast-like and print wings for different combat pace.

Original designs. You can see the creature was very beast-like and print wings for different combat pace.

Early concepts

Early concepts

Environment sketches for NUE arena

Environment sketches for NUE arena

This is the first official functional creature we ever made, it shows high adaptable and flexible movement among the structures, which create great chasing combat in gameplay.

Tetrad can also grow more than 4 limbs for more environment adapting transformations.

Tetrad can also grow more than 4 limbs for more environment adapting transformations.

Post Tetrad design: This one was another attempt 2 years after the Tetrad was made.

Post Tetrad design: This one was another attempt 2 years after the Tetrad was made.

More attempts we did after the Tetrad (Aborted)

More attempts we did after the Tetrad (Aborted)

Combination ideas of particle procedural animations and the original (white creatures), aborted.

Combination ideas of particle procedural animations and the original (white creatures), aborted.

Jailer, main fauna that habit in the Prison, always move in packs of 3, can be transformed into a spindle shape, rolling with high speed or free fall from platforms.

Jailer, main fauna that habit in the Prison, always move in packs of 3, can be transformed into a spindle shape, rolling with high speed or free fall from platforms.

Warden, the boss creature of the prison map.

Warden, the boss creature of the prison map.

Early concepts for character presets.

Early concepts for character presets.