@FallGuysGame World design - Concept Art thread
Here's an early material and surface investigation, matte, glossy, metallic, emissive etc. It took a few pushes to get some 90’s gameshow slime and gunge into the game! And I’m glad we did!
Here's an early material and surface investigation, matte, glossy, metallic, emissive etc. It took a few pushes to get some 90’s gameshow slime and gunge into the game! And I’m glad we did!


Before Fruit Chute existed we knew we wanted to use conveyor belts in the game somehow. Bowling balls seem quite brutal but tbh the fruits that ended up in game probably deal more damage! 



- We should add some Durian
Quick sketches were used to capture ideas early on






Quick sketches were used to capture ideas early on
Background exploration
- Molten nacho cheese?
- Classic green slime / gunge
- “We can have millions of foam cubes with realtime physics for players to fall into right?”
- Molten nacho cheese?
- Classic green slime / gunge
- “We can have millions of foam cubes with realtime physics for players to fall into right?”
‘Mousetrap vibes’ was most people’s response to this iteration. I thought it’d be funny if Fall Guys re-spawned via pipework. I was inspired by the colourful pipes you’ll find in Berlin which are used to drain water at construction sites because the city is built on a swamp

Slimb Climb’s predecessor… Here I was exploring a city inspired aesthetic... I have a thing for external aircon units haha. One day I will design a world covered in them 

At the time we decided not to head in this direction... but now I'm thinking Fall Guys x Ruiner


At the time we decided not to head in this direction... but now I'm thinking Fall Guys x Ruiner

@Gosujoe had the fun idea of building levels out of giant furniture. In practise we found it made the Fall Guys look tiny which wasn’t the direction we wanted to pursue

Something I was interested in exploring is how we can use lighting design to transform the atmosphere as you progress through the rounds to increase drama
In an early play test with @devolverdigital I won the crown twice in a row! My hands were shaking with excitement and adrenaline...! Easily one of the most thrilling game-dev experiences I've ever had. It was moments like this which made me realise we had something special 


According to ancient legend there’s a giant golden egg in Fall Ball that may or may not hatch some day... 






Initially Fall Guys took place in an abstract space / void. I thought filling the bg with 2D motion gfx would create a unique visual direction. Sometimes I miss it but I also feel what we currently have is more relatable, and the motion gfx work better as accents
Aliens 

and googly eyes 


There’s still so much to explore and discover in this universe, part of the fun is not knowing when old ideas may resurface!






There’s still so much to explore and discover in this universe, part of the fun is not knowing when old ideas may resurface!

Fall Mountain variants. I still have a soft spot for the volcano background, I imagined them spitting out the boulders which roll down the level

Here are some early explorations for the beloved See-Saw!
I remember chatting to @Dentist64 (Fall Guys Senior Designer) about building it out of a house of cards so we could get some funny secondary impacts when you fall off. From early on we wanted failing to feel fun!

Trying out a swamp theme. I imagined players bouncing off the lily pads into the gunge. I still want to get these crocs into the game 




Once upon a time Door Dash had a theme inspired by Ancient Civilizations. I’m really glad we managed to keep the visual double entendre of the doors also doubling up as mouths. Even before this level had any art we were laughing our heads off playing it in the studio!
As much as I liked the direction the background was heading towards here, it felt too vast and distracting... it started stealing attention away from the actual level when we just needed a simple backdrop; simple doesn’t always mean easy!
Here the background serves as an actual background, and the playable space is the main point of focus. It’s easy to fall in to the trap of over-designing everything. When feeding back on each other’s work we often find ‘Less is more’
My aim was to try and make the end of the level feel visually exciting. I love watching players put their all into qualifying in the final dash, and it still hurts me when I get eliminated right at the finish line 




An early version of Tail Tag which was actually a lot of fun. But I do remember there being a lot of camping going on. What I love about the current version we have in-game is that if you try to and hide it won't take long for someone to find you and steal your tail!

At one point we were exploring night themed levels dressed with neon floating lights and graphics... the good old classic carrot, egg, rabbit and lightning combo 






Collab with @B10n1c_Ch1mp (Fall Guys Art Lead) on some really fun animal head designs. I think there’s definitely something here worth revisiting in the future! 




Prior to the golden eggs, I thought carrots could be a fun alternative. Carrots & Eggs go together right……..? 


2D level sketch to 3D mock up - Early Fall Ball concept. Most of the time before diving into 3D I’ll do some really rough and crude scribbles and sketches on paper to find solutions for the major problems that need solving, I'll have to dig some up to share.
I remember @thephilwarner fantasizing over tall grass that the Fall Guys could dynamically wade through. To make the tech-artists sweat I mocked up a concept.
“You don’t want the grass to be dynamic do you?”

...there are probably clever ways to fake it or make it work
“You don’t want the grass to be dynamic do you?”


...there are probably clever ways to fake it or make it work
“Do Fall Guys have their own language?”
Here I was thinking about the gameshow manufacturers and branding. It was through @johnharrisart I learned about designing ‘beyond the canvas’ and building intrigue in that space for the audience.
Here I was thinking about the gameshow manufacturers and branding. It was through @johnharrisart I learned about designing ‘beyond the canvas’ and building intrigue in that space for the audience.