03/31/2026
Our environments have been leveling up, and a huge part of that is Stuart, our Visual Development Director.
His years in the industry speak for themselves; Far Cry Primal, Far Cry 5, Far Cry 6. Time spent shaping the visual identity of some of the biggest titles in the industry, leading teams, setting the bar, and delivering at a level most studios only dream about.
And he brought all of that to INFERIUS.
What makes Stuart's contribution to this game something special is where his head is at right now. He's been deep in horror, body horror, sculpting, immersing himself in the dark and the visceral. That obsession is feeding directly into what we're building. Every environment concept he touches carries that weight. The experience of shipping massive titles combined with a mind currently living in horror? That's exactly the energy INFERIUS needs.
His process is what you're seeing in these images. Stuart takes Dylan's blockouts and transforms them into the environment concepts that guide everything. The linework communicates how a space feels, the materials, the structure, the weight of it. The colour pass brings light and atmosphere into the picture. What starts as a grey layout becomes a world worth descending into.
Having someone with Stuart's experience and vision in our corner has genuinely elevated this game, and it shows in every environment we build.