The Church

On Little Hope, I was put in charge of creating the Church Environment from scratch. I was responsible for creating all the unique assets in this space including the organ, pews, chandeliers, altar wood splints and debris and internal and external structure as well as dressing. All models and textures were created by me.

After gathering additional reference for the environment on top of supplied  conceptual sketches, I started with taking the design box blockout  into maya and breaking it down into an inner and outer wall shell, floor and roof. Using these base structures as a greybox and communicating  with design I determined where the places of interest were and blocked out props such as the pews to mark out rough areas for exploratory gameplay. 

The organ prop was a piece of dressing I created to add to the setting of the church.  Using reference images gathered of church organs I settled on a simple design to fit the aesthetic of a small town church. Blocking out the larger forms of the arms and the main body as separate meshes. The arms at the side are mirrored except for part of the left side where a supporting pillar has broken off, to save texture space. Whilst the organ was quite a detailed model it was not interactable in gameplay and so keeping it cheap was important. 

With the rough layout of the space in place I began plotting out visual areas of interest and environmental storytelling, adding props like candle stands and the organ in the corner along with the dust cloths – made in Marvelous designer – strewn about the room. 

I also used concepts to create the gameplay props used for clues, creating the meshes, materials for graphic designers to add textures.  

The Attic and Bedroom

I was also responsible texturing the walls of the attic, adding internal structural beams and dressing the space with assets from the asset library and placing furniture and curtains in the parents bedroom.