Federico Rivaro Concept Art Engagement
CAD 5000–10000
About the project
Hi Federico, I’m launching a new science-fiction project, **Beyonders**, and I’d like to reserve your time for ongoing concept design work across the project. This is broader than character design. We’re looking for someone who can help us establish a **cohesive visual language for the entire Beyonders universe** — environments, vehicles, machinery, props, characters, costumes and graphic elements. The world has three broad visual cultures that should feel immediately distinct: **Colonists** – Practical, rugged, repairable technology. Their habitats, clothing, vehicles and equipment have evolved through necessity. Things are patched, reused and adapted to difficult environments. **Beyonders** – More advanced exploration technology: sophisticated suits, scientific equipment, vehicles, robotics and machinery. It should feel futuristic and capable, but still believable and functional rather than magical. **Baddies / Rogues** – A stranger visual language. Scavenged equipment, eccentric modifications, disguises, improvised armour and weird costumes. They can be funny, unsettling or theatrical while still feeling like they belong in the same universe. ### Concept Work Rather than concentrating primarily on character sheets, assignments may include: • **Frozen worlds and planetary environments** – ice fields, strange geology, planetary surfaces, settlements and exploration locations • **Planetary capsules / landscape plates** – large-format landscape concepts that establish the look and mood of a location • **Habitats and structures** – interiors, exteriors, airlocks, shelters, garages, science facilities and improvised settlements • **Machinery and vehicles** – rovers, robots, drones, exploration equipment, construction systems and unusual machines • **Props and scientific equipment** – tools, batteries, scanners, containers, interfaces, experiment components and environmental storytelling objects • **Characters and costumes** – colonists, Beyonders, antagonists and unusual supporting characters • **Reward cards and graphic assets** – collectible/reward imagery that feels consistent with the larger visual world • **Detail and design call-outs** where something needs to be understood clearly enough for our 3D team to build it In almost every case, **we will provide the initial idea and visual direction**. We often use AI-generated imagery internally as a very early concept sketch — simply to communicate the feeling, composition, shape, humour or design problem we have in mind. These are starting points rather than finished designs. We would then look to you to interpret, improve and unify those ideas into deliberate production concept art. The important thing is that, over time, everything begins to feel as though it came from **one designed universe**. ### Deliverables Deliverables will vary depending on the assignment rather than following one rigid character-design format. A typical assignment might involve: • Rough silhouette/composition explorations • A selected refined design • Full-colour presentation concept • Large-format landscape/environment art where appropriate • Front/side/detail views where useful for 3D production • Material, machinery or prop call-outs where needed • High-resolution layered PSD plus PNG/JPG reference files For some pieces, a single strong concept painting may be the goal. For others, particularly machinery, costumes and props, the useful deliverable may be a design sheet with several views and details. ### Process I’d like to work in **weekly milestones**, providing written notes, references and usually a rough visual idea for each assignment. We can review the first pass, select a direction and aim to lock each piece within approximately two revision rounds. The larger goal is not simply to produce individual pieces of concept art. It is to develop a recognizable **Beyonders design language** that our modelling, environment and UI teams can continue to use throughout production. If this sounds interesting, let me know your availability and we can identify a first group of concepts to establish the visual language. Thanks Federico, Khal
Skills required
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