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Baroque Props For CLTRS

The video game CLTRS invites players to dive into a playful exploration of female sexual pleasure. Using a rolling avatar, players cruise through space, discovering the body's landscape with swift moves, sparking life wherever they go. Sometimes, to reach the climax, you just have to explore!

My roles on this production are environment artist as well as technical/shader artist. For the props, our art direction is Neo Baroque as well as soft and feminine. To this effect, i used lots of rounded and flowing shapes as well as baroque ornamental details. For the effects, the main ones i worked on is flowers that grow based on proximity as well as a shader that simulates soft fabric when the ball rolls on cushions.

A big thank you to all my fantastic teammates who made this project a reality!

Sofia Mayada Lorenzo: Level Design
https://www.artstation.com/sofiamaylor

Coralyn Potvin: Environment artist
https://www.artstation.com/cocokinder

Marie-France Yang: Environment artist
https://www.artstation.com/marieyang

Yi (Theo) Wei: Lighting artist
https://www.artstation.com/theowei

Lucas Metivier: Character design/concept
https://www.artstation.com/lux_art

Jason Sellors: Prop and texture artist
https://www.artstation.com/jasonsellors

Edwin Chi Wang Lam
https://www.artstation.com/edwinlam6

Alexandre Tremblay: Programmer
Léa Bouchard: Programmer
Guillaume Lévesque : Programmer

And a special thanks to Indra for helping me with the textures on the Meridienne!

Indra Yang: UI and texture artist
https://www.artstation.com/indrayang3

Geometry nodes setup for procedural chandelier

Flowers i photo scanned from my neighborhood using substance sampler

Flowers i photo scanned from my neighborhood using substance sampler

Flowers that grow when the character gets close enough

Animated climbing vines

Soft materials shader