Godbreakers

(2025) - For Godbreakers my role was initially focused on Visual Development and World-Building, and towards the end more on hands-on asset-creation. I was also joined by Manne Westermark early, our 3D Artist, and together we started to establish the game worlds visual identity in Unreal Engine 5. When moving into Production when the Visual Development-phase was done later in the project, we were joined by more artists. Shout-out to the rest of our great art team: André Ahlinder, Simon Jannerland, Jonathan Alderskans, Oskar Reftel, Anna Nilsson, Marco Pelas Brahm, Jonatan Nordenstam.

  • This is the Saturn biome, the first world we started working on and my role was to establish the initial look and feel. In these few examples I worked on the geometry for the landscape and the cave walls. Also created the rock models in the desert, the metallic rings and metal patterns moving along walls, and the blue scattered balls.

  • A few more examples of areas, using mostly the same assets mentioned before. Here I was focused on set dressing and building the landscape/cave geometry and arch shapes shown above.

  • Credits to my art team for other artwork such as the Skybox/Tornado, the blue metallic tentacles in the sand, ground foliage and the round glowing door ahead, and our player character.

  • This is the Mars biome, and in these two examples I worked mostly on the lower half of the images, on the arena itself and the closer walls with colorful drapes, along with the entrance and part of the throne and teeth.

  • This is the Boss room, and here I was responsible for blocking out the space from concept art, the lighting, as well as building the play-area in the middle, the lava and surrounding walls with drapes, as well as the distant towers & throne surrounding this space. Credits to my art team for the floor material, the crowd, the big hands and general support with set dressing and collaboration.

  • This is the Mercury biome. In these two examples my main focus was composition and set dressing the floating platforms with art props from my team. I built the platforms and a few of the bigger drapes and arches attached to them.

  • In these darker indoor parts of Mercury, my focus was split between building the overall room-geometry of the spaces, set dressing, lighting, and creating some of the abstract art props used. Such as the slouching, drooping nose and hanging eye in the ceiling.

  • This is the Venus biome. Here my main responsibilities was blocking out and building the overall solid room walls and geo, interpreting concept art provided into 3d. Manne Westermark helped out with the elevated ground-floors here. The foliage was a big team-effort since it was quite a lot of assets made. I created the hanging vines in these examples, and also set dressing.

  • Big credits to artists Jonathan Alderskans, Manne Westermark and Oskar Reftel here, churning out most of this foliage.

  • This is the Sargassuss biome, and the starting/tutorial world. Here my responsibilities were building the surrounding landscape with these cubic pillars, lighting, composition and fog in the world, and some of the materials.

  • This is the Jupiter biome. In this one my role was early initial visual development together with concept art. This one went through quite a lot of iterations before reaching this look, and my focus towards this final stage was mainly set dressing, composition, as well as creating the cloth-pumpkins, the big flower-antenna, spikes and skeletal remains and the orange glowing veins.

  • This is our Trailer for the game.

  • Showing some WIP of various assets. The art in Godbreakers is minimalistic and psychedelic, with a lot more focus on form, lighting and composition, and less so on high-fidelity textures for example.

  • The material used in the Sargassuss biome, for the distant pillars.

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