PARASITE ENV

ROLE
Environment Artist
DESCRIPTION
A vertical slice of a horror game based loosely on 'The Thing'. An arctic research facility found some kind of prehistoric parasite while drilling in the ice. Contact with the base was lost, and you are sent in to find out what happened to the crew.
YEAR
2021
GENRE
Horror
PLATFORM
Unreal Engine 4
ENV BREAKDOWN

ARCTIC RESEARCH FACILITY
I designed this to give the player a sense of uneasiness. Abandoned in the middle of nowhere with a deserted looking facility and a strong blizzard which gives the player a sense of urgency.
ENTERING THE BASE
The first thing the player encounters is a cold and dark entrance to the underground facility. This area was design to feel uneasy and cold, adding a blue tinge to the air which the torch light picks up makes the who place seem frozen. The layer of frost and evidence of something going wrong sets the stage for the player to investigate.


ENGINEERING LEVEL
In stark contrast to the dark and creepy entrance, engineering gives a false warm and inviting feeling, which upon further inspection turns out to be far more uninviting. With burst pipes, electrical wires exposed, dust in the air and something trying to seep its way through the door crack. the player soon gets a sense that something is awry.
INTERACTION BREAKDOWN

CONTROL PANEL
Interactive control panel is used to reset the computer system. if this is not done in time, the doors do not open to continue on in time before the monster breaks through the double doors. This interaction system has a code and is created using Blueprints.
DOORS & FUSES
Accessing the blast doors and lift required the electrics to be working, this meant replacing fuses in the fuse box and turning on the power. If the fuses were entered after switching on the power electricity would fry the player. This was setup using Blueprints.


LOGS & NOTES
Throughout the facility PDA files were left with people log entries on and valuable information, this info when picked up is stored on your PDA for later access.
KEYPADS & CODES
Trying to first get inside the base requires the correct code for the keypad. The door only opens once the right code is provided. This was made using Blueprints.
