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 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.

3D Model of cross Section of the office level. Due to its size, check that HD textures are loaded after hitting play, on the small cog, bottom right.
Main gameplay area where the player sits at the Director General’s desk, and deals with cases they receive in a binder

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

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Saltsea Chronicles - Rigging & Animation

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Lost Words - Environment, Character Art, Rigging & Animation