SANCTUM BUNKER
Final Major Project - Environment Design
PRE-PRODUCTION 02
MORE RESEARCH
While I pictured the whole bunker environment in my head, I knew it had to be more than just a safe place for characters (survivors) and players. It had to be a character in itself, rich with a history and stories. That is why I decided to include a variety of key areas within the bunker, each serving a purpose and eventually contributing to the narrative and gameplay experience.
In a world devastated by a mutating virus, the bunker had to be more than a fortified shelter - a self-sufficient place capable of sustaining the inhabitants for a long period of time. Every aspect of the bunker's design was considered in order to create a functional place.
HYDROPONICS
For this area, I started with some research on hydroponics gardening, studying concepts such as vertical farming techniques, grow lights, anything that could help me design the hydroponics room.
Hydroponics is the science of growing plants without using soil, by feeding them on mineral nutrient salts dissolved in water. Any plant can be grown hydroponically but the method is most widely used to produce greenhouse crops. All plant roots need oxygen and the root zone in hydroponic cultivation must not only be moist and nutrient-rich but must also be very well aerated. Roots of most plants will die in stagnant water. Growing time: spring to autumn, winter if artificial light is available (ideally red and blue lights at the same time, as plants need both to photosynthesize).
Also, I looked at how other developers approached designing a hydroponics area in their games. Some examples of such games featuring hydroponics in levels design include:
System Shock 2 (Looking Glass Studios, 1999) - the hydroponics level, known as Hydroponics Deck 4, is a biome-like environment where plants are cultivated for food and oxygen production; the level features lush greenery and small ponds, and creates a sense of calmness in the chaos of the spacecraft.
Dead Space (EA Redwood Shores, 2008) - the hydroponics level encountered in the USG Ishimura, is depicted as an overgrown jungle of mutated plants; the environment feels haunting and claustrophobic, with dim lighting and eerie ambient sounds.
Fallout 4 (Bethesda Game Studios, 2015) - the game features hydroponics facilities scattered throughout the wasteland, predominantly in the Institute (the secret underground organisation); these facilities are depicted as advanced agricultural centres where plants are grown in nutrient-rich solutions without soil; these labs feature many artificial lights.
The Callisto Protocol (Striking Distance Studios, 2022) - the hydroponics level features lush greenery in contrast with the harsh, industrial environment of the prison colony; it creates a sense of eerie and isolation.
System Shock 2
Dead Space
Fallout 4
The Callisto Protocol
MED BAY
When faced with mutated threats and other dangers, having a medical facility in a bunker is crucial for treating injuries and ensuring health care for inhabitants. This area adds a layer of realism to the bunker's overall design and also may introduce gameplay mechanics centred around healing and crafting medical supplies.
Ideally, a medical facility would feature several rooms (zones) such as reception, diagnosis room, treatment ward, a surgery room, and an isolation area. However, due to limited space in a bunker and limited resources in a post-apocalyptic world, some of these rooms can be combined, serving multiple purposes.
If we look at some medical environments from titles that inspired 'MUTAGEN' game and 'SANCTUM Bunker' level respectively, we can see that most of them depict improvised medical rooms in abandoned hospitals or any other building, with medical equipment and furniture cramped in small spaces, and usually sparsely lit.
Fallout 4
The Last of Us
Metro 2033
COMMAND CENTRE
The Command Centre (Control Room) serves as a central hub, with important functions that are essential for the survival and operation of the bunker. Here, key personnel (key characters) gather to monitor external threats, coordinate missions and resource allocation. It can also ensure communication with external allies and outposts.
While I was looking for inspirations on platforms such as ArtStation and Pinterest, there were some Control Room environments that immediately caught my attention. As seen in the pictures below, these environments have a similar circular layout which allows for a centralised command console, surrounded by monitoring stations.
Darkdust Studio
Tom Clancy's The Division 2
Fabian Everaert ArtStation
ASSETS PLANNING
Creating a list of the assets for each key area in the environment is an important step for the production process. It helps organize and prioritize the creation of 3D assets and ensure that every element of the environment is accounted for. The following asset list breakdown contains the importance level and a brief description of the assets I am planning to work in this project.
Importance levels explained:
High - these assets are essential for defining the space, atmosphere, and narrative elements.
Medium - these assets contribute to the aesthetics, but may not have the same impact as the high-priority ones.
Low - these are minor details that add depth, but can be adjusted or omitted without significantly affecting the overall environment.