The Final Shape: Explorations of Surrealism

During the development of The Final Shape, many surreal explorations were made to aid the game concept of "indexing". While some of these explorations made it into the shipped title, some of these didn't quite sell the narrative we were going for or didn't make the game for other reasons. Here is a gallery of the palette ideas I helped explore during the development of The Final Shape.
Some models by Sid Moye and Markel Carter. Some World Art by Julio Juarez and Chuy Salinas.

Exploration of indexed shader applications on Zavala's cabin.

Exploration of indexed shader applications on Zavala's cabin.

Unused exploration of a giant skeleton made from roses.

Unused exploration of a giant skeleton made from roses.

Hive Sister Mountain.

Hive Sister Mountain.

Arm Bridge in a natural grassland.

Arm Bridge in a natural grassland.

Large scale Ghost flower.

Large scale Ghost flower.

Exploration of hands as foliage motif.

Exploration of hands as foliage motif.

Tree growth controlled by The Witness.

Tree growth controlled by The Witness.

Experiments with transformation of the Fallen Spider Tank.

Experiments with transformation of the Fallen Spider Tank.

Ice shader experiments.

Ice shader experiments.

A version of the Cosmodrome Wall made out of ice.

A version of the Cosmodrome Wall made out of ice.

Large versions of the Guardian Game trophy animals are embedded in the environment.

Large versions of the Guardian Game trophy animals are embedded in the environment.

Early prototype exploration of overgrown Destiny 1 Tower.

Early prototype exploration of overgrown Destiny 1 Tower.