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Phoenix Labs' Project Bismuth (Unreleased) - Tavern

Project Bismuth is an unreleased title from Phoenix Labs. I was brought into the project in 2023 to establish a style and to design all the many different areas the game has. My major contribution was to help the level design and 3D environment team with many different ideas. All images are published with permission from Phoenix Labs.

This page in particular is dedicated to the Tavern area, a place where all players start. A lot of effort was spent on defining the layout and look of the space.

I had to explore different layouts for the tavern, minding certain gameplay aspects such as locations of NPCs and interactable objects. The above concept eventually became the basis for the final layout of the tavern.

I had to explore different layouts for the tavern, minding certain gameplay aspects such as locations of NPCs and interactable objects. The above concept eventually became the basis for the final layout of the tavern.

Visual development of the dungeon well entrance. In the end, the team went with something simple and straightforward which was a literal well.

Visual development of the dungeon well entrance. In the end, the team went with something simple and straightforward which was a literal well.

Concept ideas for a resurrection pool. I explored different looks, from something natural to something manmade. The last option was picked.

Concept ideas for a resurrection pool. I explored different looks, from something natural to something manmade. The last option was picked.

Blacksmith vendor area. A lot of discussions revolved around the visual of the chimney and furnace and how there should be a icon or a mark to identify the space.

Blacksmith vendor area. A lot of discussions revolved around the visual of the chimney and furnace and how there should be a icon or a mark to identify the space.

I even got to design a wardrobe for the players to interact with to change their outfits. To help the team, I also went ahead and made a rough model with texture projection as an in-game placeholder.

I even got to design a wardrobe for the players to interact with to change their outfits. To help the team, I also went ahead and made a rough model with texture projection as an in-game placeholder.

Concepts for weapon selection. A simple prompt could result in a ton of idea exploration.

Concepts for weapon selection. A simple prompt could result in a ton of idea exploration.

I was asked to do a refined render of the elements in the tavern as a reference guide for the modelers.

I was asked to do a refined render of the elements in the tavern as a reference guide for the modelers.

A space for various factions to sell their wares. All the characters were done by Yufan Li.

A space for various factions to sell their wares. All the characters were done by Yufan Li.