A while ago, I worked on a project called Atlantis Remixed: Doctor’s Cure. It was a game produced by the Center for Games and Impact at Arizona State University. It was a project centered around teaching middle school children critical thinking and persuasive writing. You can read more about it here.
The work I did was mostly prop and environment modeling, but because it was a small team, I did lighting, level design, texture work, and whatever else needed to be picked up by the art department. One of the environments I worked on was the Crypt. The game took a lot of inspiration from Mary Shelley’s Frankenstein, so naturally, there was a crypt the player must explore.
My job for the Crypt was modeling the environment assets as well as world building and lighting. Below is the breakdown of some of the assets I created and their placement in-engine. Because of engine and hardware spec restrictions, only diffuse maps were allowed.