Floor 13 - deep state
Art direction, Environment Art
Baynard House
Hallway, office, archives, and in-game trophies
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 based primarily on 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, so that it would still remain legible.