SANCTUM BUNKER
Final Major Project - Environment Design
PRE-PRODUCTION 01
The pre-production phase is the stage where the foundation of my project, Sanctum Bunker Environment, begins to take shape. In this blog post, the focus is on planning and creative exploration, and includes important steps such as gathering references, designing concepts, setting up a project management tool, and creating rough blockouts of the environment.
PROJECT SCOPE
Initially, when I presented my final major project idea to my tutor and classmates, the plan was to create the bunker environment with its multiple key areas as a whole project. However, according to the feedback that I received on this initial plan and environment layout, and after carefully planning the development timeline, the project proved to be a little too ambitious, so I have decided to narrow down the project scope and to focus on a select number of key areas, which include the Atrium with the Command Centre, the Hydroponics, and the Med Bay. This will allow me to allocate time and resources more efficiently and deliver a high-quality final environment.
REFERENCE GATHERING
As I mentioned in the previous blog post, I started gathering references for my environment as I was doing the research on games that inspired me. Apart from their inspiring environments, I looked for inspirations and references in other places online. Artstation was a fantastic platform to start my reference collection with. I searched the website for related artwork, concept pieces for my bunker environment's key areas (which I plan to work on), as well as anything that could inspire the aesthetics and overall design. I have also explored other platforms like Pinterest and Google Images to find a diverse range of images. Once I found those that resonated the most with my vision, I used them in PureRef to create a visual mood board for the Atrium, Command Centre, Hydroponics, and Medical Bay.
INITIAL CONCEPT - LAYOUT
Before blocking out the level, I started with designing the layout of the bunker to have a clear representation of the environment as a whole.
First, I designed two floor plans. The first floor covers the main area of the bunker where the chosen key areas to be developed are located, including Hydroponics, Medical Bay, and the Command Centre. The second floor mainly covers the Living Quarters and is mostly made up of survivors' personal spaces. The floor plans were designed in Adobe Express where I used various shapes and elements to illustrate the overall layout of the bunker and location of each key area.
When I designed the layouts, I considered the functionality of the rooms and where they are located. For example, a storage room would naturally be located close to a production room to facilitate moving goods (Hydroponics produce -> Storage Room). The Workshop room also benefits from being close to the Storage room to easily access the items or goods needed. Similarly, the Medical Bay is efficiently located in the proximity of the Laboratory. Command Centre, on the other hand, is best located at the heart of the bunker as it is the place from which all vital systems and operations are monitored and managed. Also, placing the Command room in the middle of the bunker ensures that it is easily accessible from all other areas.
INITIAL CONCEPT - FIRST ENVIRONMENT BLOCKOUT
This phase is a crucial part of 3D environment production, as it involves creating a simplified, rough version of the environment to test the level design, scale, and overall layout.
Based on the layouts and the environment mood board, I made a rough blockout of the bunker environment, taking into account things such as the number of levels (floors), the size of each room, heights, etc., to ensure that the scale is appropriate for gameplay (as the aim is to create a game-ready environment).
SCALES AND PROPORTIONS
A step that I consider important in this stage is to determine all the relevant measurements, document them, and later adjust them when necessary. This allows me to test and figure out proper values and helps to ensure that objects in the level have the right size from the beginning.
I created a table that contains the proportions of all structural pieces that will be part of the bunker such as walls, pillars, trims, windows, stairs, etc. The table was created using various sources and recommendations.
A MORE DETAILED ENVIRONMENT BLOCKOUT
With the level layout ready and measurements established, I began blocking out straight in Unreal Engine 5 (UE5). Here, I created a 80mx80m plane first to work out the bunker building size and its limits. Then, I started adding shapes using the UE built-in level prototyping tool, starting with big shapes for the structural pieces in each area and smaller shapes for any other objects in the level. I also used character mesh instances around the area to ensure my scales were correct and one player character mesh to test the level.
In addition to the primitive shapes, found in the level prototyping tool, I have used the modelling tool which allowed me to create other unique 3d shapes (i.e. water tank, desks, shelving units, etc.). This tool also includes sculpting options to create organic 3d shapes when needed. Finally, the spline tool helped me generate geometry along a path and was mostly used for wires.
ENVIRONMENT BLOCKOUT - COMMAND CENTRE
The Command Centre is an area featuring a large round control room with advanced computer terminals and surveillance screens. Its purpose is to provide a strategic viewpoint for overseeing the bunker’s security and to monitor the external threats. Players can also receive mission briefing and guidance here.
ENVIRONMENT BLOCKOUT - HYDROPONICS
Hydroponics is another important area in the bunker. It is used for growing food and medicinal plants, so the layout was carefully designed to optimise space utilisation and crop production, with modular hydroponics systems, shelving units (large and medium), and planting beds, all arranged in an efficient and accessible manner. To create a believable hydroponics environment, I considered integrating elements such as various lighting conditions and ventilation systems to enhance functionality and aesthetics of the room.
ENVIRONMENT BLOCKOUT - MED BAY
The Medical Bay area comprises two rooms, each with its own purpose. Both rooms were designed to accommodate a range of medical services and procedures. One is mainly used for treatment while the other one for diagnosis and examinations. Some environmental details were also added, including medical equipment, diagnostic instruments, or patients monitoring systems.