The unpublished follow-up to the Apple iOS Game of the Year: Space that is Dead ... 2!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.