Katanga (Student Game) : Concept Art

Katanga is a video game set in the Belgian Congo, in the 1920's. It was my graduation project at Isart Digital Paris.
In Katanga, the human soul is used as a form of energy. We had to design an alternate universe and its unique soul-based technology, and this was so much fun to do !
My work also included a lot of early sketches to try and get the right feel for the game, as well as some other design tasks here and there.

This spread is focused on audio devices : loudspeakers, sirens, audiologs, all very fun to design ! I loved experimenting with silhouettes and retro shapes.

This spread is focused on audio devices : loudspeakers, sirens, audiologs, all very fun to design ! I loved experimenting with silhouettes and retro shapes.

The final design for our soul extracting machine, called the Leopoldine. By this point, I had already done a lot of industrial design on the project, so this was very much about giving it a bigger scale.

The final design for our soul extracting machine, called the Leopoldine. By this point, I had already done a lot of industrial design on the project, so this was very much about giving it a bigger scale.

Some of the first sketches for the soul extractor, done very early in the project.

Some of the first sketches for the soul extractor, done very early in the project.

Posters and prints really helped us bring some life to the world. I loved designing these. Since we're in the Belgian Congo, the french version is what is used in the game.

Posters and prints really helped us bring some life to the world. I loved designing these. Since we're in the Belgian Congo, the french version is what is used in the game.

A bit of rough art for which wear effects we wanted to use in our colonial buildings.

A bit of rough art for which wear effects we wanted to use in our colonial buildings.

Simple color palettes for the colonial buildings.

Simple color palettes for the colonial buildings.

A gameplay mockup. Did all the background, composition and first pass lighting. A bit of a team effort here : Johan helped with polishing this one, and hands and creature silhouette were created by Flore and him.

A gameplay mockup. Did all the background, composition and first pass lighting. A bit of a team effort here : Johan helped with polishing this one, and hands and creature silhouette were created by Flore and him.

I worked on some mood illustrations to help define the "feel of the game". Here, it was focused on a sort of epic hunt.

I worked on some mood illustrations to help define the "feel of the game". Here, it was focused on a sort of epic hunt.

A little dump of thumbnails and mood sketches. Even though they are quite rough, some of these helped us later in production as mood references.

A little dump of thumbnails and mood sketches. Even though they are quite rough, some of these helped us later in production as mood references.