I'm very proud of the Terrarium because my first big task was tackling the big foyer before others came on. The space was big and we wanted it to feel very open and lush and airy, but also distinct from the other areas in a unique way. I drew from what I had experimented with in Waterworks and tried it on a big scale - the push and pull of symmetrical forms and asymmetrical. I felt lucky that we were able to have a lot of glass to show the outside, especially because you can see the Core from inside that room, and it was a great asset of negative space. As devs know, glass can be tricky when there is a lot of it, so while we went big in the foyer, we found other ways like emissive ceilings or stained glass moments to allow for more glass but at a lower cost. The tech artists really played a big role in this area coming alive, as well as the Labyrinth as a whole.
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Art direction -
Jenna Kemker: https://www.artstation.com/jennakemker
Lead Artist-
Norma Martinez: https://www.artstation.com/esanany
Concept -
Marby Kwong: https://www.artstation.com/marby
Environment art -
Dillon Sommerville: https://www.dillon3d.com/
Kate Probeck (me!)
FX + tech art -
Edward del Villar: https://www.artstation.com/puck
Rodolfo Salazar: https://rodorodo.com/
Derek Glennon: https://www.derekglennon.com/
Ross Kameny
Level design -
Chris Lum: https://twitter.com/coinopthinktank
Adrian Bedoya: https://www.adrianbedoya.com/
Additional thanks to the whole Monomi Park team! ♡