Killhouse, while being the third designed tileset as concepted in 2017, was the one we focused on delivering or for several PAX showcases while the level generator was being rebuilt. It went through multiple redesigns as an indoor space before moving outside and settling in as our first daytime map in early 2020.
I did the initial lookdev and exploration for what a killhouse should look like, and was responsible for making the tileset functional with the level generator once it had been rebuilt. As part of that, I handled the building's architectural models and set up the initial clusters of cover that served as the seed for the space's current look. It now serves as the most experimental map in terms of design concepts with level designers using it as a player-facing testing ground for individual rooms. Successful rooms like Vault and Breezeway then get a true art pass once the design has been settled.
The exterior and background was an ambitious re-imagining of Governor's Island, complete with a unique take on the Hudson river and Upper Bay. I handled some modeling and texture work, but my primary role was in turning our concept into a functional background.
Concepts, Particle Effects, Modeling, and Post Processing: Valdis Matas
Concepts, Modeling: Jesse Russell-Klarich
Modeling: Zack Wallig