THE CYCLE FRONTIER | Progenitor architecture: props
Storyboard illustrating the flow of the player experience- starting at the beach, working through human structures, transitioning into alien structures down to its heart
my task was to design the mood and mountain shape of the island. It was very fun to consider it from all angles accessible by players. Harbor placement by Viktor Fedotov.
the doors were meant to seem like vents, or cable ports. cables snaking their way along walls.
This was the first final production concept, detailing the main building material of the Progenitors.
The player should know when there is a stormphase active outside, so the walls of the Progenitor Interiors were supposed to react in that time.
cover volumes. The idea was that of a fuse, or battery, not necessarily obvious to the player.
triptophobic holes furthering the idea of scary darkness. also necessary for the cables.
some room decoration ideas re-using as few assets as possible.
Descending underground - feelings of vertigo, darkness, playing with light.
bowel of the beast - feeling like a mouse inside a computer
one of the central rooms of the map, which players would often rotate around.
layout of the central room
lightning conductor that powers the alien forge below
shots of the room in blender
wall segments
Map03 invites the players into the scary bowels of an alien superstructure underground an remote island.
Notably we wanted to create themes of a threatening and inviting darkness, aswell as a vertical descent. I also wanted to make sure there is an escalation of those those themes as the player progresses through the map.
We made so many sketches, rough blockouts in unreal or blender to figure out lights and shapes for this place. These are only a few.