I had the pleasure of taking over this mission after art blockout and taking it to release. To make these domestic spaces feel more eerie I took a global decision to reduce the total colour palette of surfaces and dressing assets significantly, which helped in setting priorities of focus as well as creating an overall sterile feel. This was intentional as the player is exposed to a process in reverse here; they enter and find lots of barrels, they then find whats being put in the barrels, they encounter the contents being prepped and moved through the space, and finally they are shown where the contents are sourced. The process is the main character here in terms of storytelling. Attention was paid to how the plastic sheets might have been hastily stuck against the surfaces and maybe come loose in places, fallen to the floor and kicked into corners. In more spartan areas with less dressing, more attention was paid to the flat surfaces to layer in a sense of usage wear and support light bounces.
Work done as follows - 2nd pass through to Release, for hull and detail dressing and storytelling, global colour palette reduction, surface decals, custom material work for assets and surfaces, streaming setup, optimising and bugfixing.
With great thanks to my Env Art Lead on this one, Genesis Asis. Art Direction by Ben Matthews, Asset support by Sumo Pune team
https://www.artstation.com/genesisasis
https://www.artstation.com/bigbenmatt