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Cryostasis Chamber

This is a real-time environment made using Unreal Engine 5. It is an original concept exploring a futuristic Cryo Chamber inspired by the universe of Starfield, Apex Legends, and Halo. The project allowed me to explore industrial design, hard surface asset creation, shader creation, and a little bit of organic sculpting for the game development pipeline. 

The hero Cryostasis Chamber design was inspired by Jens Holdener's work on the Apex Legends team.

This project was created using: UE5, Maya, Substance Painter, Substance Designer, Zbrush, and Photoshop.

Responsible for all assets. Fog cards which are made by "William Faucher".

Breakdown

Breakdowns

I found the most challenging part of this project was finding a balance between organic and hard surface forms, in order to create the most visually striking image possible. 

Modular Kit

Here are beauty renders of my modular kit used to make the environment.

All pieces were designed by myself.

Visual design is a skill I'm always working on developing and find it so rewarding to create new shapes and forms. For this project I referenced a wide range of early Industrial Design material. I looked specifically at Nasa Aerospace technology, design work by Dieter Rams, and Science fiction games (particularly Starfield, Apex Legends, and Halo).

Breakdown

High Poly

Here are beauty renders of the highpoly assets made for the project.

Rendered using Marmoset Toolbag 4.

Tileable Materials

Here are beauty renders of the Tileable materials. 

Trim sheets were made in Maya.

All other materials made using Substance Designer.

Rendered using Marmoset Toolbag 4.

Methodology

Here are a couple breakdowns for asset creation, shader setup, and overall workflow. 

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