Engine Room
Welcome to my Rookies entry! I present my attempt to re-imagine a retro level from the original Star Wars: Battlefront 2 (2005), within Unreal Engine.
My goal with this project was to re-imagine the original level, in the style of the newer DOOM games (DOOM: 2016 and DOOM: Eternal).
With this being my first attempt at a sci-fi, hard-surface, and modular environment using a trim sheet, I knew there was going to be hurdles to overcome within the 2-3 months I had to work on this.
With this being my first foray into hard-surface, I've learned so much that I'll be able to apply to my next project. With that in mind though, the two things that I really struggled with on this project, were the lighting and the detail composition. I was almost tweaking the lighting up until the very end of the project, just because I couldn't nail down a setup that felt good.
Breakdown
Progress History
I went through a lot of different variations on this, and here's my attempt at showing a few of those different stages.
Without a doubt, this was has been my biggest project to date. I know for a matter of fact, that I couldn't have done this without the help of Ryan Kingslien, John Waynick, my incredibly talented classmates, and everybody else in Vertex School, who helped to give me feedback and advice when I needed it most. They all inspired me to keep this project going from start to finish.
The Trim Sheet
This was also my first real attempt at utilizing and making a trim sheet for a game environment. Now I'll admit, I don't think I designed my trim sheet as well as it could've been, but with all things considered, I'll keep that in mind for next time.
Assets and Props
References
When I set out to re-imagine the retro game environment in the style of DOOM, I knew I was going to need references, lots of references.
These were some of the in-game references I took to help re-create the level. I obviously made some changes to the layout and scaling of the scene, to make it feel more grounded and realistic compared to the original level.
Greyscale and Quality sheet
Closing out this project is a kind of bittersweet. But all things come to an end eventually, and in the end, we all have to move on to our next project at some point.
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