Here's a small behind-the-scenes look at the evolution of the Lucrehulk from original design BSP to final shipped art. This level was extremely challenging to pull off due to the sheer scale of the ship, complex navigation, and the openness/visibility of multiple simultaneous sub-levels which made performance and memory management important to stay ahead of.
All our levels go through numerous playtests where tweaks and adjustments are made to make sure we provide players with the best possible experience. In these images here, you can see how the level evolves as the art comes online and the design BSP is removed. It's a delicate collaboration with all departments working on the level (art, design, lighting, audio, vfx, narrative, encounter design, etc.), so even the slightest tweak to the shape of the room needs careful consideration.
Shoutout to everyone in the Lucrehulk pod for helping to carry this gigantic beast of a level over the finish line.
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Lead Producer:
Paul Hatfield
https://www.artstation.com/phatfield
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Art Direction:
Chris Sutton
Nate Stephens
https://www.artstation.com/pombero
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Environment Art:
Billy Matjiunis
Benny Mendoza
Melissa Cardona
Merritt Filban
https://www.artstation.com/billymatjiunis
https://www.artstation.com/benmendoza
https://www.artstation.com/melissacardona
https://www.artstation.com/merrittfilban
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External Development:
Scott Russell (Art Direction)
Kdu Novaes
Adam Yaeger
https://www.artstation.com/kdunovaes
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Level Design:
Chris Voss
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Lighting:
Han Soo Im
https://www.artstation.com/hansooim
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VFX:
Stephen Babb (VFX Direction)
Bil Leeman
https://www.artstation.com/misterbil
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Skybox/Vista:
HanHee Lee
Eric Lin
https://www.artstation.com/hanheelee
https://www.artstation.com/kuroe702
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Concept Art:
George Rushing
Luke Suzumoto
Russell Story
https://www.artstation.com/grushing
https://www.artstation.com/lsuzumoto
https://www.artstation.com/russells033