Making of GIF
Skytown as seen in Type Zero
This scene was used as the setting for my Masters' Game Design thesis project called TYPE ZERO.
The first step was to come up with a clearer concept for the scene. I began sketching over reference images trying to develop a sci-fi visual style. I wanted the architecture to consist of metal panels, glass, and neon lights. I imagined this place is cold, windy, and rainy. It felt like it was not safe and that there should be large locked doors. It was at this point that I came up with the idea of an alien creature invading this penthouse.
As for production, I created 10 original hard surface assets using Maya 3D and textured them in substance painter. Each texture I tried to put emphasize on slight wear, dust, grim, rust, and moisture. I also created a two tileable PBR materials, one for the pillars and one the floor, and also two trimsheet for ledges and hard surface details. I careful placed lights that would can long reflects on highly reflective surfaces.
Special thanks to Jobye-Kyle Karmaker. Your mentorship was paramount in the completion of this project and for my growth as an environment artist. During this mentorship we covered topics such as hard-surface modeling, environment lighting, trim sheets, and focusing on quality over quantity.