LAK was an unreleased game project I worked on for Rescale Games in 2021, under the direction of Jason De Loos.
My role was to develop environment concepts and help shape the visual language of the world. When I joined, the project already had a foundation, but the art direction was not fully defined. I focused on building a stronger identity for the locations: monumental ancient architecture, brutal stone forms, oxidized metal, religious symbols and large-scale structures designed around fast movement.
The gameplay was based on a very fast robot moving through colossal spaces, so scale became one of the most important design tools. The world had to feel massive, readable and powerful even at high speed.
A central idea was the relationship between architecture, energy and mythology. The civilization worshipped a colossal creature that generated power, and copper or brass-like lines carried that energy through the buildings. These lines were not only decorative, but also connected to gameplay, acting as paths that could accelerate the robot.
The project had a limited indie budget, so I kept the visual language controlled: a small set of materials, repeated patterns, large readable forms and unified textures. The goal was to make the world feel rich without making it expensive to produce.
Full visual case study will be added later.