On Claws of Awaji, I had the pleasure of serving as the main artist for Sumoto Castle.
From initial drafts to final polish, my role was to refine the castle’s artistic intentions in line with the overall art direction and historical materials.
Working closely with the main Level Designer, @Jérôme Revzin-Salas, I helped define the initial layout and set clear creative intentions for the team.
Throughout production, I acted as the main art point of contact for the Sumoto Castle team, ensuring visual consistency while bringing the environment to its final quality.
One of our biggest challenges was readability: making sure players could easily understand where they were inside the castle. To solve this, we relied heavily on verticality to create strong landmarks and gave each area a distinct identity, guiding exploration through both design and atmosphere.
Of course, none of this would have been possible without the incredible work of our transversal teams. A huge thank you to everyone for their passion and dedication on Sumoto Castle.
We did it Pals ! ;)
Level Art:
Thomas Lartigue
Concept art :
Pierre Queru
Level design :
Jerome Revzin-Salas, Elie Harb.
Light :
Clément Lebrun, Lucie Lavergne
Cinematics:
Natasha Cascao. Sebastien Armand, Jonathan Bird, Adam Hendel, Lola Fauvre.
Big up to our directors as well !