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