This is one of the three center of the arcology levels I have built for The Ascent.
I was responsible for the level from start to finish including some of the blockout stage. Tor put together a rough 3d sketch for this level that I started from. Following this, I have evolved and fleshed out a more detailed blockout and once that was approved, I proceeded into the art pass.
Due to it's circular layout, a lot of the architectural pieces that make up the environment were 100% unique to this space while still pulling influences from previously created modular kits in other areas within this part of the arcology.
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!
While not being involved on the blockout stage, Alex (Alexander Litvinov Fominski) - our level designer, helped out with setting up various things that were unique to this level by having several back and forth exchanges during development ( for example camera movement as you go through the area went through many iterations among other bits and pieces that had to be set up for this level).
Principal artist: Rajmund Wegner