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Abandoned Ship | Modular 3D Environment

A modular indoor environment referencing the art style and gameplay of the horror game Dead by Daylight (by Behaviour Interactive).

To achieve the game's dream-like atmosphere, the environment is meant to feel like a faded memory of an abandoned ship - not fully realistic but recognizable.

Created in 2021 using Unreal Engine 4, Maya, Substance Painter, and Krita.

Final environment [1/3]. Control room.

Final environment [1/3]. Control room.

Final environment [2/3]. Downstairs.

Final environment [2/3]. Downstairs.

Final environment [3/3]. Upstairs.

Final environment [3/3]. Upstairs.

My process began by collecting reference images and creating an art guide. I planned the grid size, modularity, and layout of the level, as well as dimensions, pivots and naming conventions for all assets.

My process began by collecting reference images and creating an art guide. I planned the grid size, modularity, and layout of the level, as well as dimensions, pivots and naming conventions for all assets.

Greyboxing [1/2]. After whiteboxing the level with Unreal Engine's basic shapes, I replaced them with simple meshes to make sure the modular pieces fit together.

Greyboxing [1/2]. After whiteboxing the level with Unreal Engine's basic shapes, I replaced them with simple meshes to make sure the modular pieces fit together.

Greyboxing [2/2]. Testing scale and prop placements with gameplay in mind. Once I was happy with the greybox I was ready to finalize the meshes and create textures.

Greyboxing [2/2]. Testing scale and prop placements with gameplay in mind. Once I was happy with the greybox I was ready to finalize the meshes and create textures.

Wireframes and textures [1/2]. The locker was a gameplay object from the reference game, which I replicated for my environment. Using Substance Painter, I created PBR materials with base color, occlusion/roughness/metallic, and normal maps.

Wireframes and textures [1/2]. The locker was a gameplay object from the reference game, which I replicated for my environment. Using Substance Painter, I created PBR materials with base color, occlusion/roughness/metallic, and normal maps.

Wireframes and textures [2/2]. The control panel of the ship was the most complex asset I created for the level. I used textures to add smaller details.

Wireframes and textures [2/2]. The control panel of the ship was the most complex asset I created for the level. I used textures to add smaller details.