Concord || Robot Ruins Decal Kit

Based off of the moss material I created, these decals helped to blend large moss pads with the ruins they sat on.

Based off of the moss material I created, these decals helped to blend large moss pads with the ruins they sat on.

General lichen and moss discoloration and weathering decals.

General lichen and moss discoloration and weathering decals.

This recessed edge decal was both used on its own, and as a support element to the 'reveal' decal that shows stone blocks beneath it.

This recessed edge decal was both used on its own, and as a support element to the 'reveal' decal that shows stone blocks beneath it.

Created with a combination of decals, meshes, and materials, these reveal decals were instrumental in selling the ruined look of the stone architecture in this level. Stones by Mak Malovic.

Created with a combination of decals, meshes, and materials, these reveal decals were instrumental in selling the ruined look of the stone architecture in this level. Stones by Mak Malovic.

Kit of metal dents made for Robot Ruin, but then used throughout nearly every level in Concord.

Kit of metal dents made for Robot Ruin, but then used throughout nearly every level in Concord.

A set of 'weird surfacing' that I created based on some shapes in Kunrong Yaps concepts for this map. We leaned into having these feel almost skin like, and make the player feel like this map was other worldly.

A set of 'weird surfacing' that I created based on some shapes in Kunrong Yaps concepts for this map. We leaned into having these feel almost skin like, and make the player feel like this map was other worldly.

Fiberglass reveal decals based on some Josh Lynch graphs that he authored early on in pre-production. I adjusted the graphs for our needs, and then created decals shapes off of them.

Fiberglass reveal decals based on some Josh Lynch graphs that he authored early on in pre-production. I adjusted the graphs for our needs, and then created decals shapes off of them.