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Due Process - C-Store Environment

The C-Store was the first level for Due Process that had a consistent theme and intent, with work staring on it just as I joined the project in 2015. During its creation, we switched from unilt to PBR and went through several stylistic changes once we introduced lighting. The art went through an additional overhaul in 2019 where most of the first pass work was remastered or replaced. It was also the proving grounds for two builds of our Level Generator, which I had the rare opportunity to help architect by working through what kinds of content would plug into such a system with the engineer in charge of the tool.

I was the primary owner of the building's architecture and defined the overall look and feel of each room. I also did miscellaneous prop work for the interior, built initial cover configurations for level designers, and modeled portions of the background and skybox. I also handled in-engine scene assembly, lighting, and functionality, and performance targeting. The shots on this page are from a randomly selected cstore and represent a general result, but the procedural generation and level designer editing means that stores can look vastly different from each other.

Concepts, Particle Effects, and Post Processing: Valdis Matas
Concepts and Modeling: Jesse Russell-Klarich
Modeling: Zack Wallig

C-Store - Fortune Tide  - Exterior

C-Store - Fortune Tide - Exterior

Storefront

Storefront

Arcade

Arcade

Freezer

Freezer

Bathroom

Bathroom

Office

Office

Store Room

Store Room

Tellers

Tellers

Architectural elements used by the Level Generator to create the building's structure.

Architectural elements used by the Level Generator to create the building's structure.

Some examples of 'clusters' - collections of props that form building blocks for the generator and level designers to place to create gameplay spaces.

Some examples of 'clusters' - collections of props that form building blocks for the generator and level designers to place to create gameplay spaces.

Outdoor props, nearby shops, and neon signs

Outdoor props, nearby shops, and neon signs

The road/ground and my contributions to the buildings in the scene.

The road/ground and my contributions to the buildings in the scene.

The skyscrapers in the far background were heavily stylized. These are the ones I modeled out.

The skyscrapers in the far background were heavily stylized. These are the ones I modeled out.

Background and Skybox as it appears ingame

Background and Skybox as it appears ingame