Located in the middle of HighStreet level (https://www.artstation.com/artwork/mz6909) this is an interior that hosts several side mission objectives/NPCs.
As with the level outside, I was responsible for the level from start to finish including some of the blockout stage.
Also, as was the case with the level outside, due to it's circular nature and also because we didn't have this theme in another environment at the time, pretty much all the assets in the environment had to be created as modular sets cattered for this space. (later on some of the walls and some other assets got to be reused in other spaces).
My responsibilities included level building, lighting, asset creation, post-process, as well as the technical setup of the level, bug fixing and optimization. In addition, I was also responsible for populating the world with NPCs/Civilians and ambient movement (setting paths for traffic, placing and setting up particle FX from our library, placing and/or creating animated objects that would be part of the ambient world).
Huge shout out to Magnus Larsson for all the tools he has created that helped us build the levels for the game. Visit his page to see a breakdown of the library of tools that he created (https://www.artstation.com/magnusl3d).
Big thanks to Tor Frick for the art and creative direction, pipeline setup, master materials, support throughout the whole project as well as the creative freedom that I was given!
Principal artist: Rajmund Wegner