The strength of indie games like Primest Evil is sincerity. With each 3D texture I painted and each concept I illustrated, I knew I was contributing to the heartfelt vision of the game's creator, Mike. The exaggerated, painterly style took inspiration from Hanna-Barbera and as an artist on this tight-knit team, it was exciting to apply my own love of cartoons in the game's designs.
Primest Evil is a rougelike FPS featuring snappy dialogue, campy creatures, and magical mischief scheduled for release on Steam in Q4 2025.
The project had its share of challenges, and a solo texture artist mine was to work efficiently while conveying the game's comical tone through its textures.
Luckily, when the going gets tough, I work smarter. I utilized Blender, Rizom 3D, and Substance Painter to expedite the texture process while maintaining quality. I identified and created texture tiles and presets for common surfaces like stone, wood, and metal. For characters, I worked closely with our Character Designer and Art Director to faithfully bring their designs to life.
I had the pleasure of texturing the MC and several characters. To maintain the cel-shaded aesthetic, each texture map is detailed with hand drawn elements such as linework and hard highlights.
It was rewarding to complete the texturing for the game's first demo sandbox environment. I created a variety of stone surfaces for this sewer area using a combination of hand-drawn techniques and procedural textures.
The pipeline began with 3D models created in Blender. I had installed a plugin to export these directly into Rizom UV for unwrapping and arranging UVs. These were then exported and opened in Substance Painter for the texturing treatment. While most of the textures were painted or generated in Substance using brushes or procedurals, some specialty textures were created and imported from Photoshop.
Skills from my work as an illustrator were handy here where textures had a painterly touch and often required drawing skills to impress a Saturday morning cartoon aesthetic. Finished work was passed back to 3D modelers to integrate into the game engine.
Concept art for Primest Evil needed to embody the wonky angles and friendly spookiness set in motion by our Art Director. For weapons and armor, I created an array of approaches to axes, swords, shields, and armored enemies.
Objects such as candles, household items, and treasure chests were needed to populate the randomly generated stages of Primest Evil. These sketches show an exploration of treasure chests with differing levels of detail, adherence to photo ref, and exaggerated form.