
Screenshot from the Unity build of Astroneer, Early 2015.With the polygonal art direction of Astroneer we can quickly create a game ready asset in just a day or two – if not hours. While the game’s look has evolved over the last couple of years at its core the decision to go with a low-poly look has remained intact. To contrast the the ‘natural’ terrain the man-made modules, while still very low-poly, had less of a faceted look to them. Something that requires no textures to achieve – which it still does not to this day. These early scenes were constructed and rendered using 3ds Max.Įven this early on we knew we wanted a triangular, polygonal look to the terrain in particular. The game started out as an purely cosmetic art project back in 2013 by Adam Bromell, who is the other 3D artist on the team, before it transformed into a full game project. Early 3D concept image of Astroneer, 2013.Astroneer has its roots in low-poly game art. The technical demands of high-resolution mesh baking and complex shaders have made art asset production a massive time and budget sink.

With the latest graphical fidelity requirements of current AAA games an artist can easily spend days and weeks on a single art asset. Setting a simplistic yet visually striking art style was a key production consideration as it means our content overhead is generally much lower than that of projects that have more realistic and detailed art directions.

We are a very small team – with just 2 fulltime artists on the project.

The decision to choose such an art style was more than just aesthetic taste – it had far larger implications for the project.
