Floor 13 - deep state

Art direction, Environment Art

For the art style of Floor 13: Deep state we went for a stylised aesthetic, heavily influenced by impressionism.

To create a unique and fitting look, we used a camera shader that distorted the meshes rendered using a normal map and distance, with an ID mask to allow us to fine tune its effect to ensure important gameplay elements, such as the calendar clock on the player’s desk, and trophies in the archives, would remain clearly legible.

Hallway, office, archives, and in-game trophies

The Office is the main gameplay hub, where the player deals with the Director General job, dealing with cases via the folder on their desk.

Click on cog, bottom right, Check HD textures are loaded after hitting play

Controls:
Left click to move around, Mouse wheel to zoom in, alt + left click to rotate light direction
Click layered icon next to cog for model inspector, allowing you to view wireframe and textures

Click play icon to view 3D Model of Office

Baynard House

The Baynard House location is more or less a reproduction Baynard House in London, and the Seven Ages of Man statue located in a small courtyard, nestled in the centre of the building.

I sculpted the model in ZBrush, with detailing and painting done in Substance Painter. If you click the play button on the right, you can inspect the 3D model of the statue, its wireframe and textures.

Privy Council

Blackfriars Bridge

The Athenaeum

Arctic Base

station, ministry Exterior

Temple church

Crossrail roof Garden

portmeirion

Little venice

Postman’s Park

Previous
Previous

Saltsea Chronicles - Rigging & Animation

Next
Next

Lost Words - Environment, Character Art, Rigging & Animation