Website powered by

Hell is us : Environments

Almost six years ago, I started working on the project Hell is Us. It was a fantastic experience with a strong team, and we are truly proud of the universe we created.
My role was to lead the concept art team and develop the visual universe of Hadea in support of the creative vision of Jonathan Jacques-BelletĂȘte.
As we were a small team, I worked across a wide range of areas, including characters, environments, props, and more.

Vyssa Hills mood shot. The main theme of this chapter was GRIEF. I want to show a dark but beautiful scene : a damaged tank against the calmness of the surrounding hills and gentle rain.

Vyssa Hills mood shot. The main theme of this chapter was GRIEF. I want to show a dark but beautiful scene : a damaged tank against the calmness of the surrounding hills and gentle rain.

Early dungeon exploration. We explored a very brutalist approach for the dungeons.

Early dungeon exploration. We explored a very brutalist approach for the dungeons.

Early dungeon exploration. We explored a very brutalist approach for the dungeons.

Early dungeon exploration. We explored a very brutalist approach for the dungeons.

Early dungeon exploration. We explored a very brutalist approach for the dungeons.

Early dungeon exploration. We explored a very brutalist approach for the dungeons.

Arcas Spire props design. The theme was TERROR : we kept a look similar to the terror weapons, with a lot of square symbols hidden everywhere.

Arcas Spire props design. The theme was TERROR : we kept a look similar to the terror weapons, with a lot of square symbols hidden everywhere.

Senedra forest mood shot

Senedra forest mood shot

Mass grave concept art. Done on a first pass by Francesco Lorenzetti.

Mass grave concept art. Done on a first pass by Francesco Lorenzetti.

Lymbic monolith exploration.

Lymbic monolith exploration.

Super early Hadea concept.

Super early Hadea concept.