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Due Process - Factory Environment

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

Factory - Operation 'Jackal Sphere'

Factory - Operation 'Jackal Sphere'

Docks

Docks

Main floor

Main floor

Office

Office

Storage

Storage

Toxic

Toxic

Factory was designed to take full advantage of realtime lighting and provide a dramatic change when the lights go out.

Factory was designed to take full advantage of realtime lighting and provide a dramatic change when the lights go out.

Individual emergency lights can be shot out by players to further conceal their movements.

Individual emergency lights can be shot out by players to further conceal their movements.

Architectural elements used to make the building

Architectural elements used to make the building

My contribution to the props. Some are rebuilds of other artists' work.

My contribution to the props. Some are rebuilds of other artists' work.

Stockyard assets and decals

Stockyard assets and decals

Factory ground texture and proxy buildings. These were baked down from procedural assets used to make the gameplay space

Factory ground texture and proxy buildings. These were baked down from procedural assets used to make the gameplay space