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Shaping Looters - Environment, Props and Level Art

[p]When players step into Looters, they will see characters, environments, and details that feel alive. What they will not see, at least not at first, are the talented 3D artists behind it all, the team turning our ideas into something you can explore and immerse yourself into. Now is their time to step into the spotlight. Meet the 3D artists shaping the universe of Looters! Today, we will be diving into the environment, props and level art done by our team.[/p][p]From left to right, top to bottom: Akim (Animator, Writer), Léa (Lead Character Artist & Prop Artist), Céline (Art Director, Animator), Michael (Rigging Artist), Antoine (Animator, 2D Concept Artist), Julien (Lead Environment Artist & Prop Artist), Jean (Environment & Level Artist), Vincent (Character & Prop Artist), Éloise (Character & Prop Artist), Andrea (Character & Lighting Artist), Noah (2D Concept Artist, Prop Artist), Sébastien (Prop & Level Artist), Kobiwan (Environment & Prop Artist), Benjamin (Tech Artist), Cassandra (Prop Artist)[/p][p][/p][h2]Building the World of Looters[/h2][p]Creating the world of Looters is about far more than arranging rooms and placing props into empty spaces. It is about storytelling through interiors. The way a room is laid out, how objects are positioned, what feels carefully maintained and what feels neglected all give you clues about the Cultists who live there and their lifestyle within the manor.[/p][p]Because the game takes place entirely indoors, every space has to carry atmosphere and intention. We focus on composition, material contrast, and lighting to shape the mood of each level. Narrow corridors can create tension, while larger chambers offer a brief sense of relief. Subtle details in surfaces, architecture, and set dressing help each area feel distinct while still belonging to the same world.[/p][p]Each level reveals a different aspect of the manor, allowing us to explore variation in tone without losing cohesion. Even small environmental choices are deliberate, reinforcing both the narrative and the gameplay experience.[/p][p][/p][h2]Meet the Artists[/h2][p]To give you a closer look at the people behind Looters, we asked each artist two simple questions. First, to introduce themselves and share a bit about their background. Second, to tell us which piece of work on the project they are most proud of.[/p][p]You will also find links to their portfolios and LinkedIn profiles below, in case you are curious to learn more about our team members and explore more of their work.[/p][p][/p][h3]Céline Diep - Art Director[/h3][p]To bring the game's vision to life, we rely on an artistic direction that guides every spatial decision and visual cue. That direction is shaped by our Art Director, Céline Diep, who ensures that every corridor and chamber supports both the narrative and the player experience.[/p][carousel][/carousel][p]"I had a lot of fun creating the environment concept art. Even though my strength lies more in character design, it pushed me to challenge myself with perspective, ambiance, and lighting. In the end, I think the results turned out great and really helped guide the prop and environment artists which was ultimately the best reward."[/p][p]Visit Céline's portfolio by clicking here[/p][p]Interested in her work? You can contact her here[/p][p][/p][h3]Julien Lesénéchal - Lead Environment Artist & Prop Artist[/h3][p]"I am incredibly happy to help shape the overall vision of the game as Lead Environment Artist, and I am very proud of what my team and I accomplished within such a short production timeline. Over the past two and a half years, I have worked on various game environments, but never at the scale of Looters.[/p][p]Throughout the project, I contributed across multiple areas, from modeling and texturing to building modular kits and refining level art. Balancing those responsibilities with the management side of being a team lead was definitely a challenge, but it was also deeply rewarding. It allowed me to rely not only on my technical skills, but also on my communication and leadership abilities."[/p][carousel][/carousel][p]"For me, one of the biggest challenges and most beautiful aspects of Looters is creating levels with strong, distinctive visual identities that still feel cohesive under one clear art direction. Each level reveals a different side of the cultists’ manor, sometimes even adding a subtle touch of humor to the overall setting.[/p][p]I am especially proud of our level art team for embracing the challenge of building environments around a looting system. Dressing a space like the kitchen without using food items was not simple, since those items are tied to gameplay and could easily confuse players about what can and cannot be looted. Finding creative solutions without sacrificing clarity was a major achievement for the team."[/p][p][/p][carousel][/carousel][p]Visit Julien's portfolio by clicking here
Interested in his work? You can contact him here[/p][p][/p][h3]Léa Jalbert-Gonzalez - Lead Character Artist & Prop Artist[/h3][p]"I think what I’m most proud of, and most attached to, is the art direction of Looters.[/p][p]When Looters first started, we were only three artists. Shaping the visual identity and building the pipeline from scratch with two of my best friends was such a special experience. It was fun, chaotic at times, but incredibly fulfilling. I had the freedom to focus on what I love most: sculpting and texturing.[/p][p]Even though I’m primarily a character artist, we quickly realized our loot goblins would need props. A lot of props. And when I say a lot… I mean hundreds. From tiny clutter pieces to larger set dressing elements, props became a huge part of defining the world’s personality and storytelling."[/p][carousel][/carousel][p]"As Lead, I always tried to guide the team with the vision I had from the very beginning. Giving critiques isn’t always easy, and receiving them can be even harder. But I truly believe feedback is what helps us grow. In fact, I think “constantly evolving” is the perfect way to represent Looters.[/p][p]Every month, we evolved. More people joined the team. The scope grew. The ambition grew. Balancing everything wasn’t always simple, but the progress we made together is something I’m incredibly proud of.[/p][p]And I think that every artist on this team should be proud of themselves."[/p][carousel][/carousel][p]Visit Lea's portfolio by clicking here
Interested in her work? You can contact her here[/p][p][/p][h3]Kobiwan Phaysavanh - Environment & Prop Artist[/h3][p]"For my part, I'm just a bumblebee who likes any kind of work (except rigging and animation). I do props and level art, trying to create small little stories within the game. I'm also the guy who brings people to try new foods."[/p][p][/p][p]"Personally, I think I can say I’m proud of the trimsheet and what I created with it. But I can't ignore the fact that the thing I'm most proud of is my team. They're really great people who work super hard and bring great vibes to the workplace."[/p][carousel][/carousel][p]Kobi's little note: "Hey, we dare you to try to find the mini ghost cultists in some levels. They're cute! :D"

Visit Kobi's portfolio by clicking here
Interested in his work? You can contact him here[/p][p][/p][h3]Vincent Marquis - Character & Prop Artist[/h3][p]"For Looters, I think the role of multitasker suits me best. I create props and characters, handle sculpting and texturing for my assets, and contribute to level dressing when the team needs it. I also assist with Unreal Engine tasks from time to time, helping ensure everything comes together smoothly."[/p][carousel][/carousel][p][/p][p]"Something I'm really fond of in this project, as simple as it is, are the crates and barrels I did. As simple as these assets are, I think my execution in making them was good, and that's what matters: making things well, however simple and basic they may be.

I'm also very proud of the characters I made for the game, but that's for another devlog, so stay tuned!" [/p][carousel][/carousel][p]Visit Vincent's portfolio by clicking here
Interested in his work? You can contact him here[/p][p][/p][h3]Jean Horlaville - Environment & Level Artist[/h3][p]"Working on Looters has been so far an incredibly enriching experience. The scale of the team, a first for me, gave a whole new dimension to the tasks I am used to handling. Whether it is creating architectural elements, props, materials, or modular kits, everything had to fit within this large pipeline that introduced new challenges, where collaboration became essential to build a cohesive and believable world."[/p][carousel][/carousel][p]"As the main environment artist in charge of the kitchen, one of my proudest achievements was probably successfully translating the level designer’s original intentions into a distinctive and varied environment. While matching the artistic vision with the technical constraints and gameplay requirements can be sometimes challenging, focusing on the technical requirements and then layering the artistic elements on top of it helped me overcome this difficulty. Using a modular kit that thoughtfully balanced granularity and efficiency, I was able to maintain both creative flexibility and production practicality."[/p][carousel][/carousel][p]Visit Jean's portfolio by clicking here
Interested in his work? You can contact him here[/p][p][/p][h3]Sébastien Marchand - Prop & Level Artist[/h3][p]“My role is Environment Artist, Prop Artist and Level Artist. In other words, I help build the world of our game, working hard like a busy bee to bring every space and object to life.”[/p][carousel][/carousel][p]"The part I am most proud of now is my work on props. At first, I thought I might struggle with the art direction, but I was surprised by how much I could accomplish when I really gave it a try. That is one of the things I love about working on this game, seeing what I am capable of while helping bring the world to life. [/p][p]Right after that, I am also really proud of the level art in our environments, which helps give every space its own character and mood."[/p][carousel][/carousel][p]Visit Sebastien's portfolio by clicking here
Interested in his work? You can contact him here[/p][p][/p][h2]What's Next[/h2][p]Although we weren’t able to cover everything in this post, many more people contribute to bringing the environments and art of Looters to life. Concept artists, lighting artists, technical artists, VFX specialists, and animators all play a vital role in shaping the manor and making it feel alive. Their work, combined with our level and prop teams, helps create the immersive world you explore in the game.[/p][p][/p][p]Next week, we’ll be taking a short break from devlogs. When we return, we’ll shift the focus to the lead and management team behind Looters and share more about how they guide the project from vision to execution.[/p][p][/p][p]In the meantime, enjoy some behind-the-scenes and bloopers of the arts team![/p][carousel][/carousel][p][/p][p]And as always...[/p][h3]👉 Add Looters To Your Wishlist Now![/h3][h3]👉 Follow our shenanigans and development insights on Instagram![/h3][p][/p]