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Primal - Concept Art
Logo - part of making an identity whole.

Logo - part of making an identity whole.

Aging - as the player gets older, their skills and strength grow stronger as well.

Aging - as the player gets older, their skills and strength grow stronger as well.

The map of Elementary World with its sections and capital cities.

The map of Elementary World with its sections and capital cities.

Council meeting - we can see here how it is possible to handle pure energy source and how it is reserved only for the ones of the highest status.

Council meeting - we can see here how it is possible to handle pure energy source and how it is reserved only for the ones of the highest status.

One of the Capital cities with energy silos - Pure energy flows in currents which can be managed with high enough skill level.

One of the Capital cities with energy silos - Pure energy flows in currents which can be managed with high enough skill level.

Attack from above

Attack from above

Turrets firing into an incoming army in the distance, powered by energy extracted from slaves.

Turrets firing into an incoming army in the distance, powered by energy extracted from slaves.

Little Elemental creatures that make up the spirits of the Nature - these play an important role in the player's surroundings.

Little Elemental creatures that make up the spirits of the Nature - these play an important role in the player's surroundings.

Primal - Concept Art

Commissioned concept art for GDD of Primal written by Diego Tomljanović.
The game in question was envisioned as a VR game with integrated on-foot movement. Primal is based largely on controlling the four elements - Fire, Water, Earth and Air - through a series of martial-arts-types of movement, as the player sets on to freely roam the kingdom, develop relevant skills, side with sections and conquer if need be.

These are just some of the examples of the work I did, along with visualizing a brand to properly represent the game and what it signifies.

More artwork