Factory was the second tileset made for Due Process. After the pipeline was established for CStore, the decision was made to have a heavy industrial area designed for long sight lines and mixed range engagements.
I was again the gameplay level's architectural owner, working to build out art and work with our level generator to create the basic structure and initial cover placements. Factory's overall design has changed the most dramatically of any tileset over the course of development with 4 major revisions since work started on it in 2015. Even in the live build, the macro level design continues to change week to week.
For the background, my focus was mainly on creating assets for the stockyard area directly surrounding the gameplay space and the transitional lookalike buildings surrounding in the block. I also owned lighting, in-engine scene assembly, and functionally for the scene as a whole.
Lookdev/Concepts, Particle Effects, and Post Processing: Valdis Matas
Modeling: Jesse Russell-Klarich
Modeling: Zack Wallig