Underzone: Environments
       
     
Thames Waterworks
       
     
Room Tiles
       
     
 The tiles are assembled into various room 'shells' of multiple sizes and shapes to be procedurally generated at runtime.
       
     
Prop Assets
       
     
wworks_lookdev2.jpg
       
     
9x4_trays_set3.jpg
       
     
9x4_trays_set7.jpg
       
     
Foreground Obstacles
       
     
7x14_obstacle_2.jpg
       
     
       
     
Hydroroot
       
     
bio_update.jpg
       
     
Hydroroot Tiles
       
     
bio_t2_01.png
       
     
particles_environment_breachrocks.jpg
       
     
Props
       
     
growth pod interior.png
       
     
screen02.png
       
     
screen03.png
       
     
screen23.png
       
     
       
     
Workshop
       
     
Workshop.jpg
       
     
workshop_states.jpg
       
     
       
     
workshop_lo.jpg
       
     
Underzone: Environments
       
     
Underzone: Environments

Underzone takes place in vast underground industrial complexes that serve to cater to life above ground, each with their own unique look and game play elements.

All assets are modelled and animated in 3Ds Max with texturing completed in Quixel Suite before being implemented into Unity.

Thames Waterworks
       
     
Thames Waterworks

Thames Waterworks utilise the power of London's river to provide water and power for the above ground.

Original concept art by Matthew Beakes

Room Tiles
       
     
Room Tiles

The first stage was to break the zone's rooms down into a system of tiles. These were created in 3Ds Max and textured with XNormal and Quixel.

 The tiles are assembled into various room 'shells' of multiple sizes and shapes to be procedurally generated at runtime.
       
     

The tiles are assembled into various room 'shells' of multiple sizes and shapes to be procedurally generated at runtime.

Prop Assets
       
     
Prop Assets

Props such as doors, tanks, walkways and industrial machinery are created and arranged into tray sets that can also be procedurally generated at runtime, creating multiple combinations of rooms.

wworks_lookdev2.jpg
       
     
9x4_trays_set3.jpg
       
     
9x4_trays_set7.jpg
       
     
Foreground Obstacles
       
     
Foreground Obstacles

Special arrangements of props are created that penetrate into the player space creating obstacles for the player to navigate and reinforce the 'cross section' presentation of the game.

7x14_obstacle_2.jpg
       
     
       
     
Final Waterworks

Final Waterworks levels in game. Arrangement and lighting created by Frederic Fitzpatrick.

Hydroroot
       
     
Hydroroot

Hydroroot are a Hydroponic Corporation providing oxygen, food and medicine to the above ground.

Original concept art by Matthew Beakes

bio_update.jpg
       
     
Hydroroot Tiles
       
     
Hydroroot Tiles

First iteration tiles and room planning.

bio_t2_01.png
       
     
particles_environment_breachrocks.jpg
       
     
Props
       
     
Props
growth pod interior.png
       
     
screen02.png
       
     
screen03.png
       
     
screen23.png
       
     
       
     
Hydroroot Final
Workshop
       
     
Workshop

Workshops are randomly placed through the Underzone and allow for players to upgrade their Mole's weapons and functionality.

Original concept art by Matthew Beakes.

Workshop.jpg
       
     
workshop_states.jpg
       
     
       
     
Workshop Animation

Screen capture video showing how the workshop activates.

workshop_lo.jpg