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Outer Ring MMO

Through 2023/2024 i've mainly been working as Senior Environment Artist for the MMO "Outer Ring", developed by Maniac Panda.

My work revolved around supervising the design and population of a vast open-world sci-fi city, populated by 5 biologically and culturally different species, each with their own architectural styles and quirks. This city will be used as the MMO’s metaverse hub. I also frequently undertook concept art, level design and art direction responsabilities in the project.

Since a vast majority of features i've worked on in the game are not yet released, I can only show some general info from the project. Al credits go to OuterRing MMO / Maniac Panda Games.

Following, a brief overview of how the Great Silver City came to be, from initial concepts to release product (WIP). NOTE: The whole OR worldbuilding team was responsible for the modeling and populating of the city, but all drawings shown here are my own.

Following, a brief overview of how the Great Silver City came to be, from initial concepts to release product (WIP). NOTE: The whole OR worldbuilding team was responsible for the modeling and populating of the city, but all drawings shown here are my own.

My initial sketches for the Great Silver City - a western/space-opera vibes sci-fi city in a crater circa 4km wide, housing 5 different alien cultures

My initial sketches for the Great Silver City - a western/space-opera vibes sci-fi city in a crater circa 4km wide, housing 5 different alien cultures

The layout of the city crystallized as soon as the giant UE5 map was getting filled with asstes. At the time of writing, there was only a small playable bubble near the crashed spaceship entrance, the rest i've populated using PCG scripts.

The layout of the city crystallized as soon as the giant UE5 map was getting filled with asstes. At the time of writing, there was only a small playable bubble near the crashed spaceship entrance, the rest i've populated using PCG scripts.

The urban design of the city was a very deliberate and careful process. Hundreds of sketches were used to develop a cohesive and gameplay/orientation -friendly design language. My experience as an IRL architect really paid off here.

The urban design of the city was a very deliberate and careful process. Hundreds of sketches were used to develop a cohesive and gameplay/orientation -friendly design language. My experience as an IRL architect really paid off here.

Each zone and main roadway was conceived having in mind a specific recognizable vista, layout, landmarks and architecture kit implementation, for easy player orientation.

Each zone and main roadway was conceived having in mind a specific recognizable vista, layout, landmarks and architecture kit implementation, for easy player orientation.