Andreas’ approach was to first do black- and white thumbnails inspired by references and moodboard, and then deciding on the design language of different elements within the world – Brutal depressing architecture for the manmade structures, and alien colorful and coral-like organic structures.
Working in close contact with FormatEarth’s developers, Andreas tried to figure out what the game’s feel should be like, and by taking inspiration from Cold-war era eastern europe, they created the oppressing, but adventurous feeling you can see in the next round of concepts.
A big part of the story in the game, is based around the main protagonist’s sanity, and how the world becomes progressively more alien and shattered throughout the game. In the start of the game, the levels are specifically designed to look familiar and human, but later on becomes more and more alien and unsafe
One of the main focuses of the concepts, was to explore different assets and functionalities within the game. Andreas created a concepts for gates and pathways into other areas and levels, to try and communicate how a player might traverse from one area to another, while at the same time staying immersed in the game.