Below are all of the development images that I took during the 2-month creation of Lost at Sea.
The Good Stuff
Some preliminary door designs, none of which were used.
Planning for height changes between levels
Beginning to flesh out the layout – you can see the framework… at work
I was extremely happy with the “curviness” of this area
Initial texturing and lighting – playable alpha
I basically chopped the level up into horizontal slabs
“You need a theme.” After this point I begin theme-searching
I actually really liked this version, but it simply wasn’t unique enough
“Colors are too cool.” I begin searching for a better color scheme
Some additional detailing
Switching over to the proto2 texture set helped to warm up the scene
I liked the look at this point, it’d be worthwhile to develop it in another map
The central atrium was difficult to design due to it’s large height
Playing around with light fixtures such as those found in “Inner Sanctum”
The beginnings of the underwater theme
Many parts of the map were modeled in 3DS Max
The hardest part was definitely designing the outside areas
This type of curved window is fairly typical in “underwater” style concept art
It was difficult to integrate models and brushwork in some areas
I redesigned this area several times before arriving back at this original design
Feedback from some people at MapCore led me to use a better color palette
These fans had to go due to PVS concerns