







The prop assets for Cult are all modular, with a separate texture set to correspond with whether they belong to the red team or the blue team. Each team also has a unique brush, to further add personality to their props. The red team has a heavier knit type of brush, and the blue team has a delicate, lacy brush.


I ended up doing a lot of concept work for this project. I've included some of the sketches I made for the gods and various prop models.


I hand painted the skydome for Cult, to further the game's art direction. I used purples in order to match the colors of the hub zone, and because it's a blend of the two team colors. It has two layers, the main sky with stars, and a separate section for the darker clouds. The moon is on a transparent plane hanging between the two layers.
A few of the exterior meshes I made. The fence is used in this size, and also a taller version to separate the two bases.
![]() The original version of The Giggling Void, blue team's god. | ![]() Final concept of The Giggling Void | ![]() Original concepts of The Ripped Flesh, red team's god |
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![]() Final concept of The Ripped Flesh | ![]() Original concept for The Watcher sniper rifle | ![]() Final concept for The Watcher |
![]() Concept for the fountain in the center of the main area | ![]() Concept for the medium sized health pickup | ![]() The original idea for the flag. It was later changed to an actual flag |



I hand-wrote all the runes found in game, so that they would be consistent. From left to right, these are the shield secondary fire from the tome, the tome texture, and the circle that was split up to create the HUD.
