7 Building concepts for a first person PC game

We are making a first person game for the PC and need concept art done for various buildings. This game is a license of another game, called Ember for the PC. The concept art should be done in the style of Ember, but suited towards first person.

The purpose of the concept art is to serve as a basis for which a modelling team can create the buildings.

A draft sheet with 4 rough sketches must be provided prior to start of the final illustration. We will provide feedback and comments on the draft sheet from which to start the final illustration

The final illustration should be high resolution in color, suitable for use by our modelling team. It should use a 3/4 isometric view.

1. Small farm exterior

A farm that takes a little space to place in build mode. It should have some food resource that is not space intensive, or else supplies a lot of food in the given space. Maybe livestock

2. Library exterior

A place for the player to research new troop types and weapons. The player will not enter this building - instead, either by using the door or some kind of focus object it will bring up a separate UI menu (not part of this contract)

3. Marketplace exterior

An exterior marketplace with vendor stalls. The player will interact with the central merchant to trade resources: gold, Ember, wood, and iron.

4. Sawmill exterior

A sawmill to be used in a randomly generated map, to indicate this map has a wood resource. The sawmill should have stacks of wood to clearly indicate its purpose.

5. Wizard tower exterior

This is the player's base. It has three upgrade levels as the game progreses, so the concepts should include all 3 levels. Each upgrade level should have the same profile so the wizard tower still fits in the same spot in the city.

It should have a door or portal the player can use the enter the tower

6. Wizard tower interior

The player can enter their tower. It has three upgrade levels as the game progress, so the concepts should include three versions, each showing a progressively more complex and sophisticated magical interior.

It has 6 areas for the player to interact with. Each interaction could be done through a separate room, or perhaps there are just interaction objects for each interaction.

* Door to leave the tower

* City building. From here, an interaction object of some sort can be used by the player to leave first person view and enter build mode.

Build mode changes to an isometric camera, similar to various other city building games.

You do not need to concept build mode, this is just for informational purposes as to what the room is used for.

* Equip. From here, a separate screen will load where the player can change what weapons, spells, rings, and amulets they are wearing.

You do not need to concept the equip screen, this is just for informational purposes as to what the room is used for.

* Rest. Will advance time in the campaign.

* Research. From here, a separate screen will load where the player can research new spells.

You do not need to concept the research screen, this is just for informational purposes as to what the room is used for.

7. Demon castle

Over time in the campaign enemy castles will spawn on the map. We'd like a concept of how one of these castles will look, which we can use as a base to build various other demon buildings

Please search online for the game "Ember for the PC" for videos and screenshots of the art style we are looking for.

In addition, textured objects from the game have been attached.

Skills: Concept Art, Graphic Design, Illustration, Illustrator, Photoshop

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Project ID: #18052535

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