This was the front part of a longer mission where the player explores a this section in walking mode. This was somewhat of a unique brief as it was the only environment I worked on that was based on a real world location. Instead of doing a 1-1 match we took the view of selecting specific elements like wooden walkways, pavement lights, hero signage, and I wove them into a new layout, working closely with Will Traynor (Level Design), retaining the low ceilings, focussed dioramas and a sense of paused time. As we knew the player would be moving in slowly in narrative mode, so it was important to build up layers of detail in key areas, recessing ceilings and layering cables and broken pipes to provide composition framing and depth. The space changes from a museum where degradation is maintained, signposted and controlled into something completely beyond saving.
Work done as follows - Blockout to Release, hero structure, surfaces and custom materials including vert painting, asset fixes, detail scatter and decal pass etc, streaming setup, optimising and bugfixing.
With great thanks to my Env Art Leads on this one, Toby Hunt and Genesis Asis. Art Direction by Ben Matthews, Asset support by Sumo Pune team.
https://www.artstation.com/genesisasis
https://www.artstation.com/bigbenmatt