MASS EFFECT ANDROMEDA


REMNANTS

My first task when joining Bioware in 2014 was to come up with the ancient race of remnants I was lucky enough to do the concepts as well as the hires meshes and game meshes with textures. For the Remnants I utilized deep-sea creatures for inspiration and wanted them to be very gentile and organic but with a hi technology aspect that some what felt amalgamated and had evolved into organic forms. Remnants would display cool colour tones whilst building and fixing structures until they disturbed and will change and pulse with more aggressive colours as shown below in the concepts. They would also be part of the environment embedded into walls and structures while passive - not sure if this was implemented into game.

RemnantObserver00.jpg
 

KHETT EXULTED

Khett Exulted was the first Khett designed for the race, some design requirements landed up restricting the desing a bit and the Art direction was to be romacable and relateable,

ajh

EX_Angara_Pose00.jpg
 

KHETT WARBEAST

Warbeast was fun one to work on as it was the first creature which got Kjettified lol I tried to keep all the body shapes and forms very close to design needs, warbeast needed to be an aggressive attacker but agile and with the abilty to cloak and attack with quick strikes

 

KHETT FIEND

Fiend was done lalalalaal

KhetFiend_GameModelClose.jpg
 

KHETT ELDER

char16.jpg
 

KHETT WEAPON CONCEPTS

Khet_SNP_V4_Pulse.jpg