Before its first major pivot, Breakaway had a very different tone and scope. The early version of the game, known internally as Portobello, was built around a more casual and accessible experience, and visually, I wanted that to come through in every corner of the design.
The goal was to develop a lighthearted and cartoony aesthetic: no straight lines, bright and punchy colors, soft forms, and non-aggressive silhouettes. While the game still relied on a PBR (Physically Based Rendering) pipeline, the visual intent leaned more toward an illustrative, stylized finish.
During this period, I was serving as both Art Director and the sole character concept artist, which meant shaping the world while simultaneously designing its cast. It was a fast-paced but creatively rich time, and I had a lot of fun developing characters that embraced the visual playfulness we were after.
These early designs reflect a version of Breakaway that was more whimsical and expressive, a foundation that helped us define and evolve the game's identity over time.
Special thanks to Peter Han and Michael Anderson for their fantastic work translating these characters into 3D.
#Breakaway #Portobello #CharacterDesign #ConceptArt #AmazonGameStudios #StylizedArt #VisualDevelopment #SimonLocheArt
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