Compulsion Games released Contrast on Steam and PS4 in November of 2013 and Xbox One in June of 2014. We were lucky enough to partner with them and help bring the game to life.
PixelNAUTS was started by Chris Iacobucci and myself after we left Silicon Knights to pursue our own dreams of starting a company and developing our own games. We were both environment artists and decided to partner with likeminded studios and help them with their own projects. We got together with Compulsion Games in 2011 and worked with them on and off for two years to develop all the environment art for Contrast.
We wanted to share some of our work with you to showcase what we were able to accomplish with a two man team, some great art direction and a whole lot of passion.
Wow, this was a two person project? That makes this already great stuff downright impressive. Great work.
Thanks a lot!! much appreciated!
It was exciting and a bit terrifying taking on so much work. Luckily the team at Compulsion Games were very receptive to our workflow and allowed us to design much of the art, allowing us to really plan out the best ways to get so much done.
Wow, this was a two person project? That makes this already great stuff downright impressive. Great work.
Thanks LT. With the disappearing 'middle class' of game developers, it seems like there's a lot more of these small team scenarios. It's fun though, like Alex said, we got a lot of free reign, so we were able to do things the way we thought would be best.
the scene with the pool table looks pretty damn chill
Thanks Revocare! I made that pool table on my spare time, just because the top floor of that bar looked like some place I'd like to hang out myself.
The guys at Pixelnauts did a amazing job on Contrast. They pumped out sooo much work for the two of them. It was always great to open up levels that once were blockouts and see how they interpreted them. Contrast had a particularly nasty set of art design constraints both geometry wise and lighting wise and they took it all in stride with iterations. They were a large part in Contrast Noir feel and atmospheres.
The guys at Pixelnauts did a amazing job on Contrast. They pumped out sooo much work for the two of them. It was always great to open up levels that once were blockouts and see how they interpreted them. Contrast had a particularly nasty set of art design constraints both geometry wise and lighting wise and they took it all in stride with iterations. They were a large part in Contrast Noir feel and atmospheres.
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Thanks a lot!! much appreciated!
It was exciting and a bit terrifying taking on so much work. Luckily the team at Compulsion Games were very receptive to our workflow and allowed us to design much of the art, allowing us to really plan out the best ways to get so much done.
Thanks Revocare! I made that pool table on my spare time, just because the top floor of that bar looked like some place I'd like to hang out myself.
GGWP guys!!
Thanks Trevor!! Thats mighty nice of you to say!