Due Process - Killbox Environment

Ben bickle arena render3
Vertical Slice rendered in Marmoset Toolbag 3
Ben bickle arena 1f main
Unity 5 - Artpass Test Level
Ben bickle lamp glow4
Unity 5 - Artpass Test Level
Ben bickle lamp glow5
Unity 5 - Artpass Test Level
Ben bickle arena 1f planning
Planning screen mockup
Ben bickle level arena 1f 1
Unity 5 - Artpass Test Level
Ben bickle level arena 2f 5
Unity 5 - Multi-Story Test Level
Ben bickle level arena 2f 2
Unity 5 - Multi-Story Test Level
Ben bickle level arena 2f 1
Unity 5 - Multi-Story Test Level
Ben bickle arena tiles
Levelgen Tiles
Ben bickle breaker 3
Breaker Box
Ben bickle floodlights ingame2
Floodlights
Ben bickle arena target 3
Target Cutouts
Ben bickle decals ingame
Wall decal samples
Ben bickle lamp cage wall
Industrial wall lamp
Ben bickle lamp industrial3
Industrial Ceiling Lamp
Ben bickle exit sign3
Exit Sign
Ben bickle door padlock4
Door Padlock
Ben bickle door killbox
Door art slices
Ben bickle datreztho
Initial devteam killbox

Environmental and structural work for Due Process. This is art for the 'Killbox' - a stylized whitebox environment that came to be when the dev team was using unity primitives for prototyping when we had art already in place. I took it as opportunity to make a 'one step up' texture and object set to keep the levels from getting too far away from the art pipeline. Over the course of 9 months, it slowly evolved into a unique environment.

Most individual assets are sub 1000 polys and use 64x64 to 128x128 texture sheets using PBR metalness with normal and height maps.