Glitch Out: Station Core Preproduction to Polish
Final In-Game Shot |
The Station Core is the main power supply of the FSS Hemera. We knew we wanted the space to have depth and feel larger than life. Some of the gameplay mechanics for this area included freezing pipes, recharging the power core, and shooting the ANT bots. With those mechanics in mind, we started developing the space.
Concept
Initial Concept |
The station core went through many iterations. In the initial concept the station core was cylindrical and too symmetrical while the overall map layout was too confusing. Having the player constantly rotate in a circle to complete objectives was not ideal as it would cause them to tangle themselves in the oculus wires. With the concerns in mind, we did another pass on the room concept.
Second Pass |
With the new layout we managed to add depth to the environment and add interest without the player feeling overwhelmed. The areas indicated on the legend remained the same but the overall room design allowed for more unique gameplay mechanics.
Initial Concept |
The Core itself was the 110% asset of the room. Because the game was for VR we were limited on what we could do in terms of screen space and complex materials. The core went through 3-5 design iterations before the final model was completed. With each iteration, we were able to ground the room to a final state.
Second Pass |
During the block out phase we wanted to test the space players would be interacting in. The mechanics are somewhat there but the environments needed a first pass read. Below is a video of our blockout gameplay.
Modeling
During the modeling phase, I would occasionally look at my colleague's model and our art style target to make the models look cohesive. On my second initial pass I grabbed a few basic shapes and started adding forms to one side of the room. This area needed to have some form of ventilation system so I started looking at different pipe placements. We also wanted some windows to add more depth to the space. Another VERY important aspect I needed to focus on was the overall structure of the room.
In game Test |
3rd Pass |
Angling the room to remove the perfect box shape |
Back Wall Insulation 1st pass |
To get the padding detail we wanted, I used Marvelous designer. Marvelous is a bit clunky but the outcome was worth it. I was able to create a pillowed wall and used a deformer to bend the mesh along the wall. The padding looked natural and added more emphasis to the pillowing. After exporting my updated models into game I took my model screenshots and started working on materials and lighting.
Cable Materials by Sung Ho Kim |
Trim Sheet Material by Sung Ho Kim |
As far as other materials went, we wanted to make a few insulations and sci-fi materials that would fit in the station core as well as the Escape Pod Bay. The padding that was modeled earlier was also repurposed in the escape pod bay as well.
Escape Pod Bay by Jarod Reizian |
Station Core |
As for the assets used for the space, each individual was tasked with different props to be used in the different environments. Some more than others. Such as, cargo containers, fuel/energy cells, and the A.I. robots.
Accreditation
-Team-
Jarod Reizian: ArtStation - Jarod Reizian
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