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Subway Surfers City - Environment Design

"Subway Surfers: City" from SYBO and Miniclip, the mobile-game I've worked on as Principal Concept Artist, has launched globally today! It's been a phenomenal team effort by some of the best people I've had the honor of working with, and I am immensely proud of the game! Please consider downloading it from your favorite app-store and giving it a run!

https://subwaysurferscity.com/

I've had the responsibility and privilege of visually defining the style with our AD, conceptualize a majority of the playable characters and outfits as well as hoverboards and ability-icons. Furthermore, I visualized every environment, obstacle, train, reward-crate and pickup, as well as multiple in-game visual-assets in 2D and 3D. I've gotten to craft key-art pieces and marketing material. None of my work would have been possible without the guidance of our Art Director Jesper Aagaard Jensen, and the support of every artist on our team including (but not limited to) José Pontes, Jakob Baldwin, Bernardo Delgado, Thomas Kaae Colding and Simon Engelbrecht Sørensen. In addition, I am thankful for the trust, support and patience we were offered by every layer and person of the management team at SYBO and Miniclip.

I truly hope you will enjoy "Subway Surfers: City", and tag along for the live-development and continual improvement of the game!

Residential District Key Concept

Residential District Key Concept

A big part of the Subway Surfers are the trains. There was a challenge in maintaining the same general proportions for gameplay purpose, while also making them visually distinct and clearly belonging in different districts.

A big part of the Subway Surfers are the trains. There was a challenge in maintaining the same general proportions for gameplay purpose, while also making them visually distinct and clearly belonging in different districts.

Every Environment started with rough sketches.

Every Environment started with rough sketches.

A variety of buildings.

A variety of buildings.

Various vehicles.

Various vehicles.

Various Props to populate the world.

Various Props to populate the world.

Signs to populate the world.

Signs to populate the world.

Sketch exploring various elevations.

Sketch exploring various elevations.

Train Station Exterior.

Train Station Exterior.

Harbor District Key Concept

Harbor District Key Concept

Every environment has several areas or "chunks". This one is an "epic" area for the Harbor District.

Every environment has several areas or "chunks". This one is an "epic" area for the Harbor District.

Props to populate the Harbor. Crates and barrels are the bread and butter of game environment design :D

Props to populate the Harbor. Crates and barrels are the bread and butter of game environment design :D

Park District Key Concept

Park District Key Concept

Various Vegetation. Nailing the look for the first tree was a milestone!

Various Vegetation. Nailing the look for the first tree was a milestone!

Often, the most helpful concept art was to make a mockup in 3D close to the intended in-game look.

Often, the most helpful concept art was to make a mockup in 3D close to the intended in-game look.

Various Park props.

Various Park props.

Props to pu

Props to pu

Commercial District Key Concept

Commercial District Key Concept

Tried different main color-schemes.

Tried different main color-schemes.

Lots of concept art from a near "in-game" view.

Lots of concept art from a near "in-game" view.

Various sidewalk props

Various sidewalk props

Various generic obstacles.

Various generic obstacles.

The transition tunnel appears in between different districts.

The transition tunnel appears in between different districts.

In-game illustrations, using a mix of 2D and 3D.

In-game illustrations, using a mix of 2D and 3D.

Interior for the crew hangout.

Interior for the crew hangout.