Necropolis - Corridors Breakdown

The Necropolis was one of the levels I worked on from early layout tests all the way to shipping it.
It was one of the first levels I started working when joining the project and I was happy to be afforded to freedom to research and help create a visual identity that attempted to make use of a lot of information from the real world while still supporting the narrative and gameplay direction.
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This gallery focuses on breakdowns of various structural assets I have used in the process of building the level, with a focus on the crypts and corridors of the second part of the level.
My responsibilities included early blockouts and helping with the level design iteration, architectural pass, all environment modeling and material creation, material blending, set dressing, decal pass as well as the final pass of polishing and bug fixing/optimizing the area before shipping.
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Thanks to the MG team and the people who helped bringing this level together, including
Axel Torvenius and Mattias Astenvald for the art direction and the creative freedom afforded
Christoffer Loveus for the concept art support
https://www.artstation.com/christoffer
Erik Hörnström - level design
Eric Starander - environment art lead
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Related content:
Necropolis Corridors
- link coming soon -
Materials
https://www.artstation.com/artwork/dywrmx
Necropolis assets - lowpolies
- link coming soon -
Necropolis assets - highpolies
- link coming soon -

This is the main kit I have used for the corridors on the second part of the Necropolis level.

This is the main kit I have used for the corridors on the second part of the Necropolis level.

Module components

Breakable wall module integration and components.

Components breakdown

Crypt components breakdown