I've recently started seriously thinking about creating a
UDK title for PC and iOS -- a winning situation even if I somehow stumble; I suspect I need to bolster my environment art portfolio after so many years of going to meetings like a boss.
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| Coming together a little, much more work need but moving along . . . |
So, the working title is Hotel Four and grew from my frustrations with
Capitus, another game with a hotel setting, in 2d, which I am also pushing forward through the agency of
Construct. It's a kind of friendly race to see which game concept rushes in the most headlong way . . . Capitus being drawn and animated almost entirely on the iPad, with Hotel Four being all fancy with the hoo-haw.
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| And from the other direction . . pipe and root are placeholder for now. |
The basic idea is a kind of inverted building, with the penthouse and such deep underground and the basement level on top, exposed to the surface. Screenshots here depict a quick visual pass of that latter stage.
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Lighting only pass . . unhappy with the subsurface scattering on the cieling tarp,
but this mesh will be remade with hanging strips and such, will reapproach the issue. |
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| Lighting from the other direction -- UDK really has a lovely lighting model. |
I block out the meshes first, apply scrumbly textures and then pick out salient features for high-resolution map extraction -- in the case just the walls and the floor. It's enough to define the area without being finicky and, frankly, mimics how I would proceed under actual production conditions.
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| Around the corner, where to the left I will next add access to the surface. |
I'm pretty happy where it's at so I'm going to tackle the topmost, surface level next and integrate those assets more fully into this 'basement' area . . . I am picturing an
Enki Bilal inspired fusion architecture, steadily losing ground to a dry, temperate reclamation by forest and refuse.