Necropolis - Sacred Wounds Chamber

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 Sacred Wounds Chamber. This space hosts a puzzle which once solved opens the access for the player into the Necropolis proper.
My responsibilities included early blockouts and helping with the level design iteration, architectural pass, 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.
The floor assets were created by Antonio Figueiredo and for the purpose of this space, I created material variations to fit better with the overall color scheme/values in this space.
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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
Oana Galan for the prop support
https://www.artstation.com/oanagalan
Christoffer Loveus and Faraz Shanyar concept art and graphic design support
https://www.artstation.com/christoffer
https://www.artstation.com/farazshanyar
Erik Hörnström - level design
Eric Starander - environment art lead
Juli Haraldsdottir - lighting
https://www.artstation.com/juliharaldsdottir5
Florian Zender, Eduardo Galo, Olga Angelova - VFX
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Related content:
Materials
https://www.artstation.com/artwork/dywrmx