Concept Art


Prime Time

An in-progress project I’m working on as an environment designer. Prime Time is a point and click style game that follows a new intern at a television studio.

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Concept image combining characters with environment. Characters by Brian McCray.

Concept image combining characters with environment. Characters by Brian McCray.

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Fahrenheit 451

As my senior design project, I conceptualized environments, props, and characters, storyboarded and laid out key frames, and digitally painted scenes for the classic Ray Bradbury novel Fahrenheit 451.

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Fahrenheit 451 was published in 1953, projected one hundred years into the future. There is a lot of futuristic technology present in the story, but this distant future is still heavily tied to the years in which it was written. Because of this, I was heavily inspired by imagery of retro Americana.


A major aspect of the 1950s that made it into this dystopian future is cigarette culture. Most people in this story still casually smoke throughout the day, and indoors. In an attempt to reconcile this habit with a futuristic society that would know this is bad for you, I designed tech for the home that would suck cigarette smoke out of the air and purify it.


A big part of this story is the average American living room, where a lot of people in this futuristic society spend their time on entertainment. This dystopian living room is a room surrounded by wall-sized TV screens.

I thought about what this room might look like, and designed a platform for living room seating. The platform would rotate according to which screen the viewer should be watching. TV shows would come with pre-programmed platform movements, keeping the viewer adjusted at all times.

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Floor-plans for potential houses of major characters, featuring modular walls.

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I designed a generic “jet car,” with the thought that it could be something like what the average person would drive.

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The last major element of the story I looked at was the firetruck used by fire departments to burn down people’s houses. I designed a firetruck, which in the book is always referred to as a salamander.

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Various scenes from the book.