Roles: Environment Artist, Cinematographer, Director, Texture Artist, Animator, Look Developer, Concept Artist
The Moogu cave went through a lot of initial iterations to get it just right. Since it was a cinematic environment I had an abundance of control over how the environment was presented and how the visual elements came together in each frame.
From the ground up, the cave was designed to be creepy, a bit scary, but also easy to understand visually. The creepiness was achieved through the jagged formations, designed to look like skeletal structures. I also used skeletons of giant Moogu to play into a specific narrative beet (spoilers!). The skeletons are lit and arranged to be hardly noticeable until the camera pans past a protruding rib or eye socket.