PROVIDENCE RESEARCH FACILITY
Platform: PC
Engine: Unreal Engine 4
Team Size: 15 (Remote)
LEVEL OVERVIEW
Providence Research Facility is a large underground facility, positioned underneath the summit of Grotto Mountain. This location is meant to act as one of the many end-game zones, supplying players with high-tier loot.
The facility has three floors in total, each connected with elevators, and a total of three possible exits. Players have the option of leaving through The Drift elevator (the main entrance), the Rat's Nest Cave, or a ventilation pipe.
Using some Light & Switch BPs made by Shirk, I added some interactivity inside the bunker. Players can turn lights on or off in the utility section of the bunker, causing a blackout within the facility. I also utilized Shirk's Keycard BPs, to lock certain doors that needed specific keycards to open. The locked rooms are home to various locked containers that hold high-tier loot.
I was responsible for the layout of the facility, set-dressing, lighting, and container placement.
Further Area Credits:
Shirk (Created Keycard & Light/Switch BPs and doors)
Brady (Wall and floor assets, various props)
RESPONSIBILITIES, AT A GLANCE
- Created 2D block-out maps in Photoshop for exterior and interior planning.
- Sculpted and painted terrain using UE4's built-in terrain editing tools.
- Placed assets and set-dressed exterior and interior POIs.
- Collaborated with 3D Artists on environment art requirements.
- Used various modular kits to create structures such as buildings, caves, bridges, and pipelines.
- Lit interiors using proprietary light BPs made by senior team members.
- Balanced, edited, and created loot tables using Dead Matter's proprietary loot system.