Creative Decision Making
Right from the start we all decided on a simplistic colour palette partly to keep things simple. The other reason was is to establish the setting because we wanted to create a scientific station. A place that clearly has funding and not a workplace that was cobbled together from junk.
Creating a homogeneous design was a challenge. Started off the project without much concept art made asset creation a touch more difficult. Having to design the shape and look of an asset on the spot to fit in with the level was a challenge and probably made the production time longer than it should have been otherwise. Function based design Everything within the scene is supposed to fulfill a function. from the wall panels to pipes to the tanks. Creating an asset with a function in mind gave me a better idea of what it should look like and it got me to thinking of how it would fit within the scene.
I wanted to create an Open space design to create a wow factor when you transition into the area. Unfortunately i should have accounted for the fact that a larger space needs more assets to populate it. The different levels stemmed from this initial open design. The idea being to create more depth in the scene.
We came up with hexagonal and triangular based design to try something that would lead us away from creating a generic sci-fi style.
I wanted to implement some mechanics within the level to show that I had a more comprehensive understanding of materials and blueprints.











