Filipe Pinto Art

Concept Art & Visual Development

Professional digital artist with 10+ years of experience in creating artwork for games.Contact: [email protected]

Filipe Pinto Art


Projects

AKEN is an IP I started developing and eventually turned into a game dev project with a team in Fall 2020.
It is a unique immersive fantasy universe with various Realms, each with their own magical environments to explore and interact with.
I'm its Project Lead, Game Designer and Creative Director.

AKEN - Environment Concept Art



Varynthil - The Pillar of Dawn

Once the second largest city of the Wastheni and the capital of their kingdom, now a flying city and a beacon for hope.This city was partially destroyed by a cataclysmic event that shattered most of the Continents of the world.
During the cataclysm, it separated from its lands and miraculously survived its ascent into the skies.



Imprinted Obelisk

An ancient object designed to allow instant travel across great distances.

Sketches



AKEN - Creature Design


Elyina, the Spider Queen

An Ancient creature that has lived for thousands of years, always evolving according to her needs and the needs of its spawn.Since the emergence of the Races and their civilizations she has become more woman-like, sometimes venturing out of her caves and luring in men and other people who fall for her deceptions.



Fracture Dweller

A Vekaren creature that crosses the rifts between Realms and has the ability to summon other Vekaren creatures.Along with its summoning skill, the male is highly aggressive, clawing and slashing its foes up-close and firing a high energy beam from time to time.The female however is more passive. It absorbs the energy of those who come close enough to provoke her.



Noxymorph

A Vekaren Immortal creature.One of the most aggressive Vekaren beings to exist and one of its kind.It pursues its foes relentlessly with extreme speed and violence, never letting them escape its grasp.Its unique ability allows it to separate and transform into 5 different creatures, each holding their own talents and skills from the original.


AKEN - Outfit Design


Outfits Design Briefing

Given the high-fantasy theme and slightly medievalesque setting, some outfits have been designed with simple cloths and color schemes, while others have a more unique approach.NPCs
Typical town NPCs have the more simple cloths, with slight variations between them.
Special characters - relevant to the main story or with special stories themselves - have slightly more unique garments and complex designs.Player
The Player outfit changes in real-time according to what is equipped. In this case, the outfit range of designs is more broad. It can be simple or very complex, depending on quality and where it comes from.



AKEN - 3D Art


Armored Beast

One of the youngest Ancient creatures known in the world and one of the first bosses to be encountered in the game.


Concept Art


Fantasy Modular Houses

The modular buildings system created for AKEN is a series of pieces that can put together to form any type of fantasy-themed house. From small houses to really big complex buildings.


Hairs & Beards

AKEN features a complex customization system with lots of different controls. One of them is to swap and preview different hairstyles, eyebrows, beards.For our Demo I created a few of each using Blender's new Hair System, then created material logic inside Unreal Engine to allow customization.


Fracture Dweller

A Vekaren creature which I designed, sculpted, retopo'ed, rigged and animated, during AKEN's production.


Design


AKEN - Level Design & Tech Art



We used World Partition to create our Open World Map, even though it's a very small area. This allowed us to expand freely and test the grounds for a larger game version.The challenge here was to integrate Ultra Dynamic Sky and its Weather System in most of our assets to make the level feel like one environment. This included rocks, grass, background assets, our modular houses and other props.


Shaders & Optimization

I'm very familiar with Unreal Engine's Material Graph and in Project AKEN I've had to do a few shaders.
My favorite one is probably the Hair Color system we created using this customizable shader.


One of my responsibilities was also to improve performance while keeping the world and level aesthetics in the direction it was envisioned.LODs and HLODs, Nanite, Lighting and Shader Optimization were some of my concerns.


Project U/X37

Project U/X37 was an idea for a sci-fi FPS game I started working on in my free time back in 2019.After a Ring appeared in the outer atmosphere, a Challenge was issued to all citizens of Earth: Win the Challenge or be Assimilated.
The Ring is just the entrance to an entirely different world. A world where nature's growth has accelerated by 100x the normal speed; an AI which hunts humans in the lower grounds during the day; fungi that invades every living thing; aliens and otherworldly creatures; and more...
How are challengers surviving in this world? How are they living and what do they do in their daily lives?
How does this apocalyptic place that seems to Assimilate everything living and dead looks like?


Eighth Alignment

2014-2016
Eighth Alignment is a worldbuilding project I created when I was still in college, while self-teaching digital art and concept art.
Briefing
Eighth Alignment is about a binary solar system that somehow, against all scientific possibilities, harbors several planets and moons with life.
Throughout time, this system's civilizations prospered and even mixed together in conflict, friendship, politics and more.
Through imagery, the idea was to capture the uniqueness of each planet's environments, their people and their cultures.


Before We Leave

2020
Before we Leave is a 4X Strategy game I worked for as a freelance Concept Artist and Illustrator.
I was tasked of creating a few concepts for some of its end-game assets and some illustration work.You can find more information on the game here: Before We Leave

Project Zor

2019
Project Zor was a small RPG being created with Unity by a small indie team.
I joined them at the end of the year and made a few concepts for them for a few months.
To this day I cherish that work a lot, despite the game being put on an indefinite hiatus.