Raymond Yu

 
Heroes for the an Irish and Gaelic based fantasy game idea, Gealtanas.
Villains for the the Irish and Gaelic based fantasy game idea, Gealtanas.
Characters for the military strategy game pitch: IRONSIDE.
Characters for a new take on the Creature From the Black Lagoon.
Characters for the story of The Village, a team of alien animal conversationalists.
First attempt at a League of Legends universe character: Fashfel
Precidio the Noxian Vanguard is my second attempt on creating a League of Legends video game character.
IRONSIDE map design. This map is focusing on teaching the player the basics of X-Com style games, which are a genre of games heavily influenced by strategy games.
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As a concept artist based in Los Angeles, Raymond Yu has spent four years at Otis learning from the best in the industry. His work ranges from science fiction to fantasy, and he has 4 years of experience with the video game industry. He has led numerous creative projects with a team of students, and he is excited to move forward and become a core member of the video game industry.
 

Gealtanas is a fantasy fiction that is based around the folklore of the Gaelic and Irish. The design schemes call back to symbols that the Irish would use for protection, and the name of the hero, Lugh, is a reference to the Irish God who the hero shares many qualities with. The story of Gealtanas is about pacts being made to fulfill destiny. The main purpose of Gealtanas was to research Irish folklore and transform it into a more interesting and appealing style for audiences that are fans of video games and animations. 
 

Gealtanas is a fantasy fiction that is based around the folklore of the Gaelic and Irish. The design schemes call back to symbols that the Irish would use for protection, and the name of the hero, Lugh, is a reference to the Irish God who the hero shares many qualities with. The story of Gealtanas is about pacts being made to fulfill destiny. The main purpose of Gealtanas was to research Irish folklore and transform it into a more interesting and appealing style for audiences that are fans of video games and animations. 
 

IRONSIDE is a project that took inspiration off of the idea of weapon trading. In the near future, the military of America is now disbanded and private mercenary companies now replace them. This story follows a Captain who's job is to locate and kill his former Colonel, who has gone rogue and started his own private mercenary company as a means to end the constant battle for control over the American arms trade. The Captain is on the search for his Colonel in order to get answers as well as fulfill his duty. 
 

This project was an attempt to rejuvenate the old Universal Studios Horror movie, Creature From the Black Lagoon. This new take would be inspired off of animated shows such as Avatar the Last Airbender, and would attempt to give it audience a sense of horror nostalgia with the side of interesting monsters and technology. 
 

The Village is a team of ragtag alien animal conversationalists. Their main goal is to protect alien species that are being hunted by galactic poachers. The goal for this project was to design a team of characters with a variety of shape languages that would appeal to a younger audience. 
 

Fashfel is my first take on attempting to create a character that would fit into the universe of League of Legends. The goal of this project was to create a character who had turned into a monster and was disgusted at what he had become. The armor that he used to wear proudly was now used to cover up his deformities, and he would never forgive himself for failing to protect the prince, who was his responsibility. The name Fashfel in his language means failure and that was what I designed this character to embody. 
 

This is my second take on a League of Legends champion. This time instead of going for story, my intent was to have some fun and focus on game play. I would focus my efforts to pinpointing the mechanics of my characters weapons and design in a way that would best suit him to go into the battlefield. His main role would be to absorb damage for the other players and reflect it back to the enemy. 
 

For IRONSIDE, I wanted to have the gameplay take place in the confines of the desert. The reason for this is because the desert is relatively flat and would make for a simple battlefield. Not only that, but it is also easier to design the routes that the characters would need to take to progress the game.