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Space Station

This project was a team project with the talented artist and my good friends Ryan Kohr and Robert Arruejo. He coded the blueprints for the game. I did the modular building and textures. The goal for the game was to build a trim sheet and use that trim sheet to build a section of the station. My second goal was to go through the entire development process to have a playable tech demo.

Ryan Kohr Website: http://ryankohr.com/
Robert Arruejo Website: https://arruejor.artstation.com/

Cryogenics Lab: The focus for the cryogenics lab was to have a cold feeling. The post processing volume would serve to give the look that was needed.

Cryogenics Lab: The focus for the cryogenics lab was to have a cold feeling. The post processing volume would serve to give the look that was needed.

Space Catwalk: We decided upon an area that the player could walk through and look into space. They would soon realize that they are orbiting a planet.

Space Catwalk: We decided upon an area that the player could walk through and look into space. They would soon realize that they are orbiting a planet.

A combination of modular assets built from a single trim sheet allowed for a very quick iteration process. Tile-able  maps, created in Substance Designer, also helped with filling the space with multiple levels of detail.

A combination of modular assets built from a single trim sheet allowed for a very quick iteration process. Tile-able maps, created in Substance Designer, also helped with filling the space with multiple levels of detail.

As the level was being built, there was a lack of depth. The solution was to add small emissive planes to help give the scene volume. This would guide the player through the level.

As the level was being built, there was a lack of depth. The solution was to add small emissive planes to help give the scene volume. This would guide the player through the level.

The decision to use a common UV layout really saved a lot of time on this project. We were able to create multiple variations for different sections of the level.

The decision to use a common UV layout really saved a lot of time on this project. We were able to create multiple variations for different sections of the level.

These are the texture flats from the trim sheet. The base layout was created in 3DS Max. The smaller detail seams were hand painted in Substance Painter.

These are the texture flats from the trim sheet. The base layout was created in 3DS Max. The smaller detail seams were hand painted in Substance Painter.

Original rough concept designs for trim sheet. This gave the team multiple directions to go with the trim sheet designs.

Original rough concept designs for trim sheet. This gave the team multiple directions to go with the trim sheet designs.