Making a VERY belated thread of some of the stuff I did for Half-Life: Alyx!
First off, concepts for young Alyx—you don’t see her in game, but we wanted to figure out how she might look: five years younger than HL2, but still maintaining some familiar elements/items of clothing.
First off, concepts for young Alyx—you don’t see her in game, but we wanted to figure out how she might look: five years younger than HL2, but still maintaining some familiar elements/items of clothing.
A couple of my favourite thumbnails from our key art brainstorming sessions, the second of which was painted up into a full piece by the lovely Chris Welch:
(...please ignore the tangent behind the L, it haunts me)
(...please ignore the tangent behind the L, it haunts me)
SO much of my work on this game was just adding additional little design details to City 17, which was a blast.
I could probably write a whole dang thread about finding joy in the deceptively mundane aspects of world-building at some point, but for now: it rules!! try it.
I could probably write a whole dang thread about finding joy in the deceptively mundane aspects of world-building at some point, but for now: it rules!! try it.
For instance: loved the challenge of designing mid-tier wine labels that are trying to look fancier than they are.
I also now know WAY too much about regional food regulations, but I hope players who read Russian appreciate the details when they're sloshing around those bottles:
I also now know WAY too much about regional food regulations, but I hope players who read Russian appreciate the details when they're sloshing around those bottles:
City 17 safety posters—had to do at least one classy one and one EXTREMELY gruesome one, as is tradition. Surprising no one, I got very good at hand-lettering Cyrillic after working on Alyx.
This led to designing the vort's big puzzle mural, which was a daunting undertaking from a narrative standpoint, but it gave me a solid excuse to replay HL1/HL2 at the beginning of last year:
Aaaaaand PHEW finishing up with my commentary node where I talk about our thought process behind the vort mural: