Ian LeylandArtistic Director at CIG, presents the process of creating an underground area through an example on a medium-sized industrial installation. Beyond the artistic aspect, it also indicates the desire to adapt the sets to the gameplay of Star Citizen.
The presentation is divided into four important sections : the exterior appearance of the installation, the transition underground via the elevator, the installation itself, and finally the transition of human constructions with the natural spaces of the planet.
Zone 1: Exterior and Lobby
The artwork presented shows us a complete installation with landing zone, entrance hall and control tower. Some assets around the facility help define the purpose of the facility (such as tanks and various industrial elements).
The lobby of the installation is a showcase of the company; she is very neat.
Zone 2: Elevator transition
The transition to the basements is made in a imposing elevator that goes through the different floors. L’ambiance is utilitarian with cranes, hangars and control rooms.
In the last basement, the player has the information that he has arrived at his destination and the organization of the places will allow him to quickly detect the different trajectories available to him. Exploration of the area must be intuitive so as not to get lost in a maze.
Zone 3: Industrial Workshop
When the player enters the workshop area, he is clearly in a industrial environment. The large machinery, the wide pipes give it a feeling of immensity.
The player can browse these areas in different ways, horizontally and also vertically. Different accesses are possible, vehicle routes, footbridges but also maintenance corridors, ladders, etc…
The checkpoints are important elements for the gameplay, they allow to indicate that the player passes in a new phase in his adventure. The big door shown here is an example of a visual checkpoint for the player.
Between these great hallsthe player can take refuge in more intimate places like the break room. The idea is to have a good rhythm between the different environments for the gameplay.
Zone 3 – Technical Room
In such an installation, the rooms have different themesin addition to the industry, the player will have to go through control rooms, cooling units of data banks, or even management offices.
Zone 4: The transition with nature
This installation has limits and on its border we find thenatural environment of the planet. Ian Leyland presents examples of transition artwork with caves, vegetation, lava caverns…
In-game integration
Once this theoretical phase has been established, the first in-game integrations are carried out. They give an idea of the final result.