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TOM EBNER ART DIRECTION & PORTFOLIO

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Art Director and Art Lead for James Cameron's Avatar: Project Eden. Working closely with the Studio Art Director, I owned pipeline setup, mood boards, key art, concept art, effects concepts, character design, in depth team management internal and external, and environment development. Our team worked in direct collaboration with Disney and Lightstorm to ensure every deliverable met the VERY strict standards of the Avatar IP.

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THE PITCH

I was brought in to build a pitch for Lightstorm around a game set in the Avatar IP. The concept was an RPG-style isometric game using match and combination mechanics to solve puzzles and progress through the world of Pandora. The pitch landed, and that project became Avatar: Project Eden.

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WORLD OVERVIEW CONCEPT FOR PROJECT EDEN

Intial dialogue setup between characters.

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Open world concept based on a linear zone structure.

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Initial hud concept and map layout. Concepts of elements included.

Gameplay concept cont...

MOOD BOARD - VISUAL DIRECTION

Inspiration and research.

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GOALS AND EXPECTATIONS

OVERALL FEEL

  • Vibrant colors, IP tested, bioluminesant 

  • Adventure, mystery, story driven

  • On brand, stylized to a point

  • Fun and exploration, high detail, stunning  

CULTURE AND ARCHITECTURE 

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ON BRAND, STYLIZED TO A POINT, EXPLORATION, HIGH DETAIL

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ON BRAND, STYLIZED TO A POINT, ADVENTURE, STORY DRIVEN, ENGAGING 

CHARACTER EXPLORATION

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ON BRAND, STYLIZED TO A POINT, ADVENTURE, FUN, HIGH DETAIL

CREATURE EXPLORATION

WORLD BUILDING AND EXPECTATIONS

ON BRAND, STYLIZED TO A POINT, EXPLORATION, HIGH DETAIL, ADVENTURE, BIOLUMINESANT

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MYSTERY, VIBRANT COLOR, EXPLORATION, HIGH DETAIL, STUNNING, BIOLUMINESANT

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EXISTING PANDORA

ENVIRONMENT DIRECTION

Project Eden's interpretation of Pandora.

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EARLY CONCEPT

Finding solutions to a very ambitious project.

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ENVIRONMENT CONCEPT TO FINAL

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STRUCTURES AND ENVIRONMENT NIGHT/DAY

Problems include how to streamline all these detailed environments and at the same time, make them work at night which is a massive element to the world of Pandora. We were able to overcome this by building simple 3D elements which were then handed off for the artists to paint over. These were also given an extra alpha layer to give the illusion of bioluminescence. 

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FITTING IN. SIZING GUIDES FOR ELEMENTS

Sizing and working with all the environment elements had become a big issue. I eventually created a solution to this by creating a sizing guide for the artists to work off of.

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WORKING ENVIRONMENT

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CHARACTER DIRECTION

Denizens of Pandora.

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Creatures of Pandora

Taking hyper detailed to a stylized product.

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Banshee final renders and 3D design

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Process of concept 

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Creatures cont.

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In-game sizing and implementation concepts

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FINAL APPROVED CONCEPTS

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Refined concept pass

Silhouette process and study. Sketch dump and final render.

Early concept pass

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Hero early concept pass

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Hero mid level concept pass

CONCEPTS AND DIRECTION EXAMLPES

Process and execution examples

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WORLD DESIGN AND DIRECTION

Various concepts and examples of direction for Project Eden.

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First world zone expansion layout

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First world zone direction

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Resizing adjutments to make more compelling

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Hero tree concept and direction

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Puffball tree concept and animation direction

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RDA concepts and design direction

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Instance area design direction

STRUCTURE CONCEPTS AND DIRECTION

Various concepts and examples of direction for Project Eden.

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Order Board concepts

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Hunter's Hut concepts and direction

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Botanist Hut concepts and direction

CREATURE CONCEPTS AND DIRECTION

Various concepts and examples of direction for Project Eden.

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Tapirus creature concept and direction

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Infant Titanothere creature concept and direction

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Hexapede concepts and design direction

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Juicer structure concept and design

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