This is the current work in progress of my art pass for Upcycle. An asymmetrical map set in a sci-fi industrial space for the upcoming indie multiplayer shooter S.M.A.C.K.
The blockout was created by Cordell Robinson, another developer working on the project. After I received the blockout, I began my search for images and other concept pieces revolving around sci-fi industrial architecture. For my primary reference, I ended up resorting to the map "Rise" from Respawn Entertainments' first-person shooter title, "Titanfall.". I thought the map shared a similar art style that I had envisioned for Upcycle.
Due to our team comprising four developers, we resorted to using pre-rendered asset kits from the Unreal Engine marketplace. Before getting into the fun little details, I started by laying out my material palette. Then, more considerable assets were placed around the blockout to help fill the level. Afterward, I started throwing in medium-sized assets and other details to help direct the player around the map. This included lights, navigation signs, decals that marked the different areas on the map, and audio cues.
The lighting has been my biggest challenge with this art pass. Since Upcycle has so many sneaky paths, jump platforms, and vantage points, the lighting elements are crucial in guiding the player and giving a sense of direction. The polish stage is the most time-consuming yet exciting part of this project. I love adding the little details that help each part of the map shine & tell its own story. The hazard room is my favorite play space I've detailed so far.
Overall, this project helped me enhance my skills as a level artist. In addition, it helped me get a better grasp on how leading lines & art composition help blend a multiplayer play space versus a single-player linear space. I'm excited to hear the feedback from our players once the map is ported into S.M.A.C.K.