The unpublished follow-up to the Apple iOS Game of the Year: Space that is Dead ... 2!
Once in a while a great project comes along that seems to be “The one you’ve waited your whole life to make”, and then without warning, it’s cancelled. Such was the case with Dead Space 2 mobile.

The following screenshots demonstrate a prototype level developed for iOS/Android, ‘kit-bashed’ from pre-existing 3d assets, translated from Maya with Filmbox for use in 3ds Max. the goal was to achieve a psuedo-HDR look utilizing standard 3ds materials and lights, adjusting and packing UV’s, baking lighting and shader information using mental ray render to texture, and applying the resulting 2048 super-texture to a final contiguous mesh. The environments are then ready for export into a proprietary game engine.

I was responsible for all environment asset assembly, lighting, and surfacing utilized in these environments.
Adding lights within the 3ds Max scene often required extreme levels of brightness to increase contrast between light and dark areas in the environment.
Naturally, pools of colored light are strategically placed as visual cues to help the player better understand where they can and cannot go.
Sensitivity to environment light values maintain clear breaks between zones in the environment.
Hmmm ... I wonder what's over there?
Intense directional lights used to simulate a distant sun. Often the mesh would be cut-out, saved as separate objects/elements, and self-illuminated to further enhance the effect of the sun's brightness.
Looking back the way we came.
A door, textured and illuminated to gently nudge the player towards it and the rooms beyond.
The corridor beyond. Textured and lit with cooler tones, also to help emphasize the transition to another area in the environment. In real-time, lights are set to flicker ahead to draw the player forward.
Looking back the way we came. Whats that on the floor ... blood?
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