GRAVITY RUSH
TYPE
School Project (Group Work)
DESCRIPTION
This is a school group coursework. As the 3D lead of the team, I'm in charge of concept design, set dressing, lighting as well as modeling some key gameplay-related assets and unifying all 3D assets and textures of the team. We were told to change game mechanics and art style early on, but we managed to define a new art direction within two days. All works below come from the latest version of our game.
YEAR
2025
GENRE
Environment Art, Lighting, Level Design
SOFTWARE
Substance Designer, Substance Painter, Unreal Engine,
Maya, Rizom UV


In the final version, we looked into games like Honkai: Star Rail, Persona5, Risk of Rain, CONTROL and so on. Eventually we decided to learn from the Penacony area of Honkai: Star Rail and use Art Deco as the main art style of the game. Here is the moodboard for the game scene.

From concept to game scene. For every part of the game, they all have draft hand-drawn before the set dressing process.


Texture Works

Lighting in game is always different from reality. When doing lighting works, I always analysis the place of the main light source players might think at first. For this scene, player may think the light comes from the wall lamp, so I placed a spotlight a little bit higher than the wall lamp to serve as the main light source of the scene.
Then we should analysis what should be emphasized in the area. For this scene it should be the tables and the luggage carts. To emphasize them, I put extra spotlights over them. These support lights should be placed in a way that it looks like the light comes from the main light source. It is shown obviously in the case of the spotlight for the luggage cart in the scene.






