The Sorcerer's Apprentice (Design Package)

I had the pleasure to work on a design package for Ubisoft Toronto. The brief described an old Victorian Operating Theater in the Miskatonic medical building that had been reclaimed by Dr. Comb and filled with strange specimen jars and an Orrery at the center. The strange base of operations is discovered by his new intern Obed Marsh.

Thanks to the team at Ubisoft for the great brief! Really enjoyed exploring ideas for this world.

 Obed Marsh enters the old operating theatre shocked to see a strange Orrery. A bizarre creature in the center of the Orrery captivates Marsh with its strange spell.

Obed Marsh enters the old operating theatre shocked to see a strange Orrery. A bizarre creature in the center of the Orrery captivates Marsh with its strange spell.

Marsh staggers closer his legs shaking with fear, his mind racing.  He wants to run but can't, the creature's spell grows stronger. The specimen jars begin to grow brighter, illuminating Dr. Comb's strange collection of objects.

Marsh staggers closer his legs shaking with fear, his mind racing. He wants to run but can't, the creature's spell grows stronger. The specimen jars begin to grow brighter, illuminating Dr. Comb's strange collection of objects.

Marsh begins to feel dizzy, a humming grows in his ears and the room begins to spin, he begins to feel as if he can understand the creature as it's trance brings him to his knees.

Marsh begins to feel dizzy, a humming grows in his ears and the room begins to spin, he begins to feel as if he can understand the creature as it's trance brings him to his knees.

Alternate no FX

Alternate no FX

I try to avoid the trap of solving too many problems at once. In this stage i’m looking at composition and basic lighting as well as overall balance.  This process allows me to get a rough idea of what kind of elements I’ll need to create for the shots.

I try to avoid the trap of solving too many problems at once. In this stage i’m looking at composition and basic lighting as well as overall balance. This process allows me to get a rough idea of what kind of elements I’ll need to create for the shots.

Final design call out for the Orrery, I wanted this to be an artifact of The Deep Ones salvaged from the sea.  I wanted to add to the requested brass material and tie in water damage as an extra story element.

Final design call out for the Orrery, I wanted this to be an artifact of The Deep Ones salvaged from the sea. I wanted to add to the requested brass material and tie in water damage as an extra story element.

Early ideas and exploration for the Orrery and the creature in the centre of the Orrery. I liked the idea of an octopus shape with the circular top half and the bottom half resembling the legs.   I liked the interlocking rings as a cage motif.

Early ideas and exploration for the Orrery and the creature in the centre of the Orrery. I liked the idea of an octopus shape with the circular top half and the bottom half resembling the legs. I liked the interlocking rings as a cage motif.

Design call out for the space, I wanted the jars to feel secondary to the Orrery and for the player pathway to be relatively limited to trigger a cut scene.  I thought the exit door being blocked by all kinds of debris could be opened later in gameplay.

Design call out for the space, I wanted the jars to feel secondary to the Orrery and for the player pathway to be relatively limited to trigger a cut scene. I thought the exit door being blocked by all kinds of debris could be opened later in gameplay.

I wanted to explore the ideas of a more detailed and story designed jar element. I was thinking of gameplay and that the player would find a collectible or a special jar with a story related specimen inside.

I wanted to explore the ideas of a more detailed and story designed jar element. I was thinking of gameplay and that the player would find a collectible or a special jar with a story related specimen inside.