Intensified Greyboxing

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Today I started making some simple models in Unreal to get a  better idea of how I’m going to do the map I started by modelling some different type and shape of possible corridors, I made quite a lot of them because if we want to change the style of the tunnel in some different areas we can without taking much time or thing about other design because we already have some “spear” models ready.

We decided on making the shape of the corridors hexagonal because it look less boring and a little bit bigger that some square shaped corridors, and also they are easy to change if we want to give different impression, for example if a corridors is near the main engine or the power generator of the ship the corridors are going to be just tall enough for crossing by but also narrow to create an effect of a small place where only one people at a time can cross the corridor in any direction.

But if we decided to make a corridor that connect some public area or big area of the ship the corridors are going to be bigger because they are used from a lot of different people at the same time.

After the corridors design I decided to start looking at the living quarters which is going to be the area where the player spawn.

I made that room also hexagonal and I decided to put a table and some chairs in the middle so the crew of that area can hang out and talk about the different task they have to do during the day, but also a little kitchen where the crew is going to cook.

In this room I also have the idea of putting some computer for the crew to work on or even a TV for chill out after a day of work and enjoy the news together or by watching a film.

At the end I made an example of what a windows could look like from the observatory room could look like.