Website powered by

Far Cry 6: Lost Between Worlds - World Art - Marshes

Presenting a showcase of my contributions to Far Cry 6: Lost Between Worlds through a collection of images of my work.
In tandem with level designer Bartek Paul, I took on the thrilling challenge of crafting the visual aesthetics and layout of the Toxic Wasteland from conception to completion.
__________________________________________________

These rifts are like distorted versions of Yara, born from an alien ship crashing on Earth. Due to the vessel's damage, these worlds within the rifts are imperfect and strange—yet oddly familiar to the player. The Toxic Waste Rift serves as a reminder of Yara's polluted environment, capturing the essence of its environmental challenges.
__________________________________________________

Hats off to the whole team who made it possible to complete this Rift in a surprisingly short time. Special thanks to my lead, Dino Litonjua, along with Adriano Grasso in Lighting, John Lee in VFX, Art Directors David Clement/Graham Yaxley, Biomes, Sound Design, Script and Object Bank Team for their incredible contributions, making this Expansion truly whimsical and out of this world.

"The mission kicked off by highlighting the visual essence of Yara's distorted world, presenting warped environmental elements, poisonous water puddles to avoid, and a backdrop unveiling landmarks, guiding the player toward the main objective."

"The mission kicked off by highlighting the visual essence of Yara's distorted world, presenting warped environmental elements, poisonous water puddles to avoid, and a backdrop unveiling landmarks, guiding the player toward the main objective."

- "Does the intriguing oddity make it worth delving into?"

- "Does the intriguing oddity make it worth delving into?"

Transitioning to the marshes from the game's opening, immediately framing the main objective within view.

Transitioning to the marshes from the game's opening, immediately framing the main objective within view.

The marshes landscape, with poisonous ponds dividing each point of interest, prompts player to make decisions about their next move.

The marshes landscape, with poisonous ponds dividing each point of interest, prompts player to make decisions about their next move.

On the opposite side of the marshes, a backdrop of immense crystals and swamps establishes visual boundaries.

On the opposite side of the marshes, a backdrop of immense crystals and swamps establishes visual boundaries.

A selfie for memory.

A selfie for memory.

The gateway to the industrial zone.

The gateway to the industrial zone.