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Time Corridor - Environment Art

This project is to explore in deep the modular and procedural workflow in environment art creation workflows in a 2 months span. (from scratch to final product)

Concept, level design, environment design, modeling, sculpting, procedural and unique texturing, lighting

I chose less granularity and basic modules to explore more techniques. Distortions are non-destructive workflow with deformers, stairs are done with maya "mash" procedural tool. Wall textures are done in substance designer as procedural. Foliage made in speedtree. Decals are made in substance designer and photoshop.

It is for a first-person puzzle game. It features a maze-like setting with twisted architecture, along with a time rift and multiverse concept. The goal is to create an otherworldly ambience, a dynamic feeling, and a narrative-heavy experience.
The concept revolves around a maze with doors to different timelines.

Some of the props and decals are from megascans and marketplace assets.

https://pelin-e.itch.io/time-corridor

additional screenshot: added light to door, made foliage more organic, changed composition for the specific shot. (after having valuable feedback from the industry)

additional screenshot: added light to door, made foliage more organic, changed composition for the specific shot. (after having valuable feedback from the industry)

Created modular assets for normal state and distorted state

Created modular assets for normal state and distorted state

created models for doorways and doors

created models for doorways and doors

created models to be used as props

created models to be used as props

additional screenshot: added a more focused focal point and fixed a new camera angle for better composition (after having valuable feedback from the industry)

additional screenshot: added a more focused focal point and fixed a new camera angle for better composition (after having valuable feedback from the industry)

tried a different environment with the same assets

tried a different environment with the same assets

created the vegetation in speedtree

created the vegetation in speedtree

created distortion visual effects in Unreal

high poly models and process

high poly models and process

door placement experiment for the multi gravity level

door placement experiment for the multi gravity level

first pass of level art for camera angle no.1

first pass of level art for camera angle no.1

first pass of level art for camera angle no.2 (Models of emissive plants' belong to DmitriyDryzhak)

first pass of level art for camera angle no.2 (Models of emissive plants' belong to DmitriyDryzhak)